Wednesday, September 9, 2020

Psi-Wars Gun Fu: the Coda Resolute

So, if you couldn't tell, in keeping with the exploration of the Frontier Marshal, I've been exploring Gun Fu in Psi-Wars.  This isn't a new topic: I touched on it back in Iteration 4, but now we have a setting to tie these ideas to, and I have a new system for writing up martial arts.  So, I wanted to explore some.

The first I want to reveal is the Coda Resolute, the Maradonian "Gun-Fu."  This isn't the first I've designed, nor did it exist back in Iteration 4, and I don't expect it to be wildly popular, which is why I'm starting with it, because it's better to have a minor style torn apart by my readers than a major style.  The others will be more detailed and more powerful: Maradonians are all about the Force Sword, and so would look on most forms of Gun Fu as a secondary concern at best.

When I created the Resolution-pattern blaster, the idea, even the name, was with an eye towards the dueling pistol or the flint-lock pistol common among swashbuckling pirates. Thus, it has a low Rate of Fire, little ammunition, and deals a lot of damage at once.  I envisioned it as a side-arm for a space knight who wanted to blow a hole in a well-armored target who was too far for him to cut down with his force sword. I could also see it being used in duels, though it would have been in a different era than the present. 


The Coda Resolute brings the Resolution into focus and emphasizes its role as a dueling weapon.  Naturally, like many things Maradonian, it's a style that's more about style than substance: this is a style that teaches a false sort of accuracy, the sort that's best on the firing range or when showing off, rather than under the pressure of battle.  Thus, I created a new technique called "Plinking," which improves your accuracy when there's no pressure on, when the shot is about showing off, rather than hitting an enemy.  It's a style that also has a lot real accuracy: the weapon is high in accuracy anyway, and Dead-Eye (modified in Psi-Wars to simply give you additional turns of aiming, rather than complex rules with Precision Aiming which are too detailed for a space opera kung fu action game) that allows them to take their time and aim.

Those who are willing to invest more deeply gain access to even greater real accuracy and get to play with some of the neater tricks of the Resolution.  I wanted to explore the idea of the "Cult of the Gun," so I created a cinematic option perk for the Resolution that makes it more lethal post DR, and makes the hot-shotted versions are less prone to failure ("It's the superior cladding; they made them tougher back in the day.").  I wanted to make the style monomaniacal about the gun: like all things Maradonian, they think their stuff is better than everyone else's, and this sort of makes it true.  It does make me want to explore more variations (a multi-barrel version, perhaps?).


As a dueling style, it's more of a curiosity, but if we have space-flint-locks, we should be using them to buckle some swashes.  In 7th Sea, the most common things I saw players do was wield a pistol while they also had a sword, and this classic pose is covered in Ray-Gun Gothic. It allows the character to "dual wield," but the primary focus isn't actually dual weapon attack: I mean, sure, you can shoot while you swing, but most people will either shoot or swing, and the style reflects that.  The other thing I saw a lot of people do is ask how many they could carry.  The "coat full of pistols" was a common "twink" approach to 7th Sea.  So why not embrace the crazy and give our Maradonian pirate-swashbucklers cloaks full of blasters? It's the sort of over-the-top expenditure that I could totally see a Maradonian doing.

It's alright offensively.  Defensively, it obeys two rules from my post on Gunslinger survivability.  First, it uses an actual melee weapon for defense, in this case a force sword.  That makes it a secondary weapon and a secondary concern, but the style accepts that and is cheap as a result.  The second rule is luck, as manifested in the Duelist's Courage trick. I struggled for awhile to find a way to make aspected Impulse Buy points work for me and I've finally given up and focused on Serendipity instead, which is probably what I should have used since the beginning: a single use of luck to do something specific.  In this case, they get a last ditch "lucky" roll to not get hit, or a single use "This doesn't count as combat" moment, allowing them to use their full accuracy for some very cool shot even in combat.

The result is a noteworthy style that suits Maradonian culture and puts a nice lampshade on a weapon that I think not a lot of people notice. I doubt it'll be a must-have for many, but I've been surprised by the popularity of the Maradonian aesthetic before.  But I think keeping this as a "minor" style is still important, given the secondary role of the blaster in Maradonian society.

Tuesday, September 8, 2020

Musings on Gunslinger Survivability in Psi-Wars

The broader discussions on gunslinging in Psi-Wars has spawned some interesting questions, and one I hadn't really considered is what happens when the Space Knight gets in touch with the Gunslinger.  A lot of my work has been to allow the Space Knight to reach out and touch the Gunslinger, but once that happens, should that really be the end of the fight? A player might envision this frenetic conflict with the Space Knight slashing at the retreating Gunslinger who is dodging, rolling, firing shots that will bounce and hit the Space Knight in this wild "Blaster Ballet" kung fu fight.  But in practice, that doesn't really happen. Why not? And what can we do to solve it?

Monday, September 7, 2020

"Is Predictive Shooting a thing in Psi-Wars?"

I have a great community on my Discord (you can find the link in the Psi-Wars Index!) that often asks interesting questions, sometimes in itemized lists (which is very convenient).  These often lead to all sorts of interesting improvements in Psi-Wars, but one was posed to me recently that's both the sort of question I dread to answer, and one that I've been thinking on for awhile: "Is predictive shooting a thing in Psi-Wars?"

It's also a question I've been thinking on a lot.  Whenever I give my Backers the option to pick which template the focus on next, the Frontier Marshal usually does very well, and last time, it won! I keep pondering why my Backers like the Frontier Marshal so much: it's the "ranger" and "survivalist" of the setting, which doesn't strike me as the sort of thing that Psi-Wars fans would be crazy about, but "space sheriff" is something, like the Maradonian Space Knight, that Psi-Wars has and Star Wars doesn't. But I also think it's because they'd very much like to see "Gun Fu," so I've been working on that behind the scenes for a bit. And you can't really look at Gun Fu without thinking about "Predictive Shooting" and "Ranged Feints."

What is Predictive Shooting?

While I think Predictive Shooting comes up in a few places, my preferred reference for Psi-Wars is Gun Fu, because with a few exceptions, most Psi-Wars shootists aren't much bothered by realism.  Here, the rules can be found on page 11... and 12.

Essentially, Predictive Shooting is a Deceptive Attack with a gun, and it only reduces Dodge.

There's another interesting rule: Ranged Feint.  The idea here is that you "fake-out" your opponent and then make a Feint with a Gun roll; this penalizes all defenses, just like any feint.

Sunday, August 30, 2020

Psi-Wars Report Card: August 2020

So, while the rest of you were distracted by my month of PDF Challenge reviews, I've been busy at work behind the scenes updating quite a bit of the Psi-Wars Wiki and, finally, moving past some big blocks and making some real progress.

A quick look at the highlights:

Traders

Art by Kriz Villacis; property of Daniel Dover
AGES ago, back in Iteration 5, we ran a "create an alien" poll. It was one of my more successful polls, and set a lot of the tone for future polls.  The result of the poll was the "Traders," a race of alien wanderers who live in vast Arks, excel at technology and join the Shinjurai in their love of Neo-Rationalism.

Maradonian Tech

Because you guys seem unable to get enough of the space nobility, I've created a page that compiles all Maradonian technology into a single page.  This was mostly a "prototype" for "Trader Tech" to see what it would need, but I also used it to showcase a new armor: the Chevalier, a pilot suit for wealthy nobles who like to play at being fighter aces (a highly requested feature during Tall Tales of the Orochi Belt).  You can check out it here.

Yes, I do intend to do that with other culture groups.

The Call to Adventure and Crossing the Threshold

I had been asked by some of my backers to prioritize the "Call to Adventure," or how to get a Psi-Wars adventure started.  I've been building my rules around the concepts outlined in the monomyth, thus these rules focused on: how to start an adventure, and how to actually get to the adventure.

The first isn't so different from what we see in Action, but I've put greater emphasis on "slice of life."  People don't much care about the daily lives of most characters in an Action setting: whether a sniper has a wife and kids is worth, at most, a brief nod, as we can imagine that.  But in a sci-fi setting, we might want to linger on the daily lives of characters: we want to see Luke tend to the Moisture Farm, and we want to see K get home from work and be greeted by his holographic girlfriend.  It helps show us how the setting works and grounds the rest of the story.  You can read up on it here.

Second, another longtime backer complained about his inability to grasp navigation details; he understood what it looked like on "the micro", as in what it took to get from one star to another star, but he had questions about "the macro," what a particular journey might look like and, he correctly pointed out, most journeys across the galaxy will look like "macro" journeys.  I've already hit this with a post, but if you missed it, you can read up on the details here.

Spaceships, Spaceships, Spaceships

The lionshare of the work on Traders focused on spaceships, and while I was there, I thought I might as well get caught up on the starships of the rest of the Galaxy.  I've included all the rest of the Imperial and ARC capital ships and updated a few more Redjack Corvettes (only two remain off the wiki).  You can check out the complete (current) list of vehicles here.

INTO THE FUTURE

I'm beginning to lay the basic groundwork for the next playtest which will focus on Civilian Tech, but in the meantime, I've dropped some polls on what people would like to see me focus on next.  The winners are:
  • Orion Tech, the second-rate weaponry of the powers of the Umbral Rim, who pretend to be as effective as the Empire, while using their drugged-up slave-armies to conquer worlds.
  • The Frontier Marshal: the break-out winner (and somehow longtime favorite) of our latest Template poll
Further, I'd like to work on the Outcast Lens, and round off some material to get us our fourth Bounty Hunter Lodge, the Manticore Initiative, which involves delving into the complex biomedical world of Xen.  I don't know how far I'll get with all of these, but I've already made some good progress, so with luck we'll have quite some things to show in the coming month.  For Backers, I've created a project report, so you can track the status of smaller elements

Wednesday, August 26, 2020

GURPS PDF Challenge: GURPS Dungeon Fantasy 21: Megadungeons

 So, here we are.  We've made it through the total line up and reached "the cream of the crop," the ultimate release of the PDF Challenge.  Was it worth it?

In short: yes, it's worth your money.  I should clarify up front that at the end of the day, this is a "GM Advice" book more than a resource, though it does include some tables in it. Maybe I'm not the best person to judge a dungeon fantasy book, and I'm not generally a fan of "GM Advice" books, but I legitimately found this useful and it's made me reconsider some of my hesitations towards the genre.  I think if the rest of the DF line began to follow the logic laid out by Dell'Orto, it would only profit from it. That said, I think after you've read it and digested the information within, I doubt you'll read it again (perhaps to use a few of the tables).

Tuesday, August 25, 2020

GURPS PDF Challenge Reviews: Horror: Beyond the Pale

We're almost done.  This is the penultimate release from the PDF challenge, and it's unique in that it's an adventure that isn't for a framework, but for "vanilla" horror itself.

The executive summary is this: This doesn't work as an adventure.  It's alright as a "Creatures of the Night" entry, though I'm not the biggest fan of the monsters, but as an adventure, the book puts too much attention on the introduction and the resolution, gives you details you don't need, and shrugs at getting the players from point A to point B.

I would skip this one.

Monday, August 24, 2020

GURPS PDF Challenge: Boardoom and Curia: Tomorrow Rides

 We're entering the final stretch.  Only three left to go!  And today, we have the maddest of the bunch: Tomorrow Rides!

The executive summary is this: you can skip this. I like it, but that's more a matter of personal taste.  It's not a bad book, by any stretch, and it's quite a creative work that will interface well with Action 6, but there's nothing in here that you need, and it won't do much for any game but offer a bit of flavor and background on a couple of things.

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