Apr 292017

There’s a youtube podcast I listen to pretty often that deals with (among other things) cryptids, monsters, and ghosts. The guy’s not the most polished of presenters but his sincere enthusiasm for these topics shows through and that counts for a lot. This particular cast, dealt with a cryptid that seems completely ridiculous – and yet there’s something compelling about the idea that I can’t quite let it go. Check it out.

Cryptids and Monsters: Coonigator

It occurs to me that the rules from Mutant Manual lend themselves pretty readily to creating such a creature. So just for a goof, here are the mutant traits necessary to create a Coonigator. Because the description doesn’t specify the size of the creature, you could start with either an alligator or raccoon sized one. In either case, they both work out to +4 points meaning that either base creature would have to give up (or acquire a new) feat/edge/quality/advantage to afford them.


Alligator Base

  • Claws: Climbing +2
  • Cognition: Enhanced +4 (It’s safe to assume that a raccoon-like head means greater-than-reptile level intelligence)
  • Feature: Distinctive (raccoon mask) -1
  • Limb:  Specialized (climbing) +1
  • Metabolism: Rapid -2 (Compared to a reptilian metabolism, all mammals have this flaw; the constant search for food would drive it into places where humans might see it).




Raccoon Base

  • Dexterity: Impaired -2 (Accounts don’t specify if Cooinigators have the semi-prehensile thumbs that raccoons do, but let’s assume they don’t.)
  • Jaw: Razor +2 (Raccoons already have a bite attack; this just upgrades it to an alligator-level bite attack.)
  • Skin: Leathery: +4



 April 29, 2017  Posted by at 11:50 am Products No Responses »
Apr 132017

It recently came to my attention that this year is the 35th anniversary of Star Frontiers, a fairly forgettable sci-fi roleplaying game by TSR, the then publisher of gaming powerhouse Dungeons & Dragons. After doing some research it seems that there are still people playing the game, or at least I’d infer so from sites like http://starfrontiersman.com/ and http://www.starfrontiers.com/.

Although you can download the entire product line in pdf format from either of those sites, it motivated me to dig out my boxed set and to run the introductory adventure for my group. (These days it’d be called a one-sheet, but I think the fact that it fit on one page was largely coincidental). Most had never played before and a reasonably good time was had by all. So how does it hold up against modern games? Let’s see:

⬤⬤⬤⬤⬤ Star Frontiers only uses d10s and virtually every roll is percentile based. You can roll up a new character in minutes and (as is common with most old-school games) most of your character building time is spent shopping for starting gear. My group was able to start playing immediately after building characters.
⬤⬤⬤◯◯ All the different “classes” give you a set number of skills at a set percentage value. When you advance, you can increase your existing skills or take a level in a new “class” and acquire new skills. There’s no penalty for multi-classing and it’s actually encouraged since the only way to improve fighting skills is to take a level in one of the martial classes so you can mix and match to any combination of skills. The downside is that starting characters only have 2 levels (one of which is almost always combat-related) — so players tend to start out somewhat monotonous.
⬤⬤⬤◯◯ It’s hard to guess how actual laser-weapon combat would play out… but SF does a fair job of what I’d imagine it’d be like. Unskilled combatants have a decent chance of surviving most combats and while skilled fighters have a clear advantage that’s no guarantee of victory. The only downside is that it’s still reliant on (the equivalent of) hit points for tracking damage and there’s no game effect for having 1 hit point or 100 hit points (again, common in older games).
⬤⬤◯◯◯ The Star Fronteirs universe is pretty squarely locked into a sci-fi space opera setting. Many skills are linked to specific pieces of equipment so you can’t easily just re-skin the gear and be in a different universe. That said, you can always move to a different planet with all-new environmental dangers and monsters. And you can run exploration, noir-style detective stories, corporate intrigue, piracy, and other types of stories — so it gets a second dot.
⬤⬤◯◯◯ The main reason I never actually played Star Frontiers back in the day is that it never gave a strong sense of setting. Sure, the aliens were cool but… it never really seemed to “click” with me. We explored a few planets, foiled some Sathar spies, and then… couldn’t think of anything else to do but explore some more planets. This might just have been a failure of my teenage imagination but… flipping through the books again, everything still seems kind-of flat. A good GM can still make a compelling SF campaign, but I don’t think it ever inspired average game masters.
⬤⬤⬤⬤⬤ I’m torn here. Back in the day, the original boxed set cost about as much as the main rulebook of any other game — but had slightly better value since it came with dice, fold-out maps, and cardboard tokens that would blow away at the slightest wind, so would be slightly-above average for cost value. But since everyone lacks a time machine, I’m going to go with five stars since you can’t beat free.
 April 13, 2017  Posted by at 11:28 am Game Reviews No Responses »
Apr 112017

There’s a million role playing games out there and you have a limited budget. How do you know which is the best one? Not necessarily the best one overall, but the best one for you, your budget, and your gaming group?

I can help you out with the first two, but you alone know what your group likes (and if you don’t you’ve got communications issues far beyond the scope of what can be sorted out in a few blog articles).

Knowing the internet as I do, I’m not going to try to make a case for this game to be number one and that game to be number two and so on. That sort of thing is just flame bait. Instead I’m going to try to set up a system for comparing games based on their attributes, much like the Consumer Reports magazines my Dad used to get when I was a kid. (O.K. so pretty much exactly like Consumer Reports). Each game system will be ranked on the following qualities:

Is the game easy to learn, easy to play, and easy to make up characters?
Not quite the opposite of Simplicity: is there enough granularity and complexity to ensure replayability and sustain your interest?
Does the game accurately simulate realistic combat, skills… or at least does it feel real? The litmus test for this is whether you can accurately simulate a wolfpack attacking a single target or not.
Are the rules locked to a specific universe or do they lend themselves to multiple genres?
Is the system particularly good for particular genres or types of stories?
What’s the financial barrier to entry?

Just for fun, lets’ take a look at Tic-Tac-Toe:

Simplicity: You can’t get much simpler than Tic-Tac-Toe. Five out of Five stars.

Crunch: One Star. It’s hard not to lose interest after 3 games.

Verisimilitude: Also one star. No my knowledge, Tic Tac Toe doesn’t represent anything realistically. (To be fair, it’s not even a role playing game so, I’m a jerk for trashing it in this manner.

Thematic: Also one star. I have no idea what the theme is supposed to be. Placing one of two letters in a grid is nearly the acme of abstraction.

Cost: Four stars. It’s cheap to play, given that all you need is paper and writing implement — but not free so I’m savagely knocking down a point.

Tic Tac Toe: ⬤⬤⬤⬤⬤⬤◯◯◯◯⬤◯◯◯◯⬤◯◯◯◯⬤⬤⬤⬤◯

In other words, not a great game. But you knew that already.

Tomorrow, we’ll tackle an actual game.

 April 11, 2017  Posted by at 2:07 pm Game Reviews No Responses »