Showing posts with label Star Wars d6. Show all posts
Showing posts with label Star Wars d6. Show all posts

Monday, November 3, 2025

Some random Andor thoughts

If you haven't seen it yet, Andor is well worth the watch. It's a little slow at the beginning of the first season, but builds into something amazing, and is one of the best TV shows of all time (not just Star Wars TV shows). It's also the most relevant Star Wars has ever been to our real world.  Every time I re-watch Andor, it makes me want to go to a protest rally and speak truth to power, then come home and play a Star Wars game. Great show.

I was watching a youtube video today about Andor, where someone was talking about not liking that one particular Andor story arc never really reaches a conclusion. But I feel that this particular story line needs to NOT have a clean answer, as that unresolved emotional tension is critical to the main character's journey and development. So I wrote:

Cassian's character arc requires him to not find his sister. He starts out only caring about his people, his family, and will do anything for them. He fights the empire because of the horrible things they've done to his family, and he's trying to prevent more awfulness from happening to them. But with every story arc and time jump, his "family" gets larger and larger. First Maarva. Then his adopted hometown, and that circle of friends. The Aldani Heist gives him a choice of how large his "family" is going to be. That's why Skeeve's false backstory is about a lie about family. Cassian's not quite ready to admit that the whole universe is made up of families that are actually as important as his own, but he glimpses it in Nemik's words, and steps away from that realization despite protecting Val and the Rebellion in the crucial moment. Then the Narkina prison solidifies it, as his fellow convicts become his family. He returns home to his first familial extensions, and in that aftermath is when he really embraces that the galaxy deserves the same protection he wants to give his family. But he's still struggling with it, often (understandably) prioritizing his own family over the big picture. That's why Bix leaves him, so he can choose "all the people" over "his people" and stay on task. And that's why he can't find his sister. The family-shaped hole at the center of his being is less important than his mission to save all the families everywhere from tyranny. If the story had involved him finding his sister, Bix's sacrifice might have been undone, and Cassian's development might well have reverted to just focusing on those closest to him, undoing his growth from "looking out for me and my own" to "fighting to protect everyone, at great personal cost". She could be out there anywhere, so even in the moments when he'd rather just help his in-group, he has to operate from the assumption it's better and smarter to help everyone everywhere.


Friday, August 26, 2011

TROOPS: Cloud City

Last night I ran a one-shot based on the cool old Star Wars fan-film TROOPS. This was the second time I'd run such a game, but the last time was way back in February of 2009.  For last night's reprisal, I moved the game from Tatooine to Bespin. Filmed live on the platforms of Cloud City.

Here's a link to my post about the old game.  For those unfamiliar with the general TROOPS concept, here's a link to the very entertaining video that inspired this madness.

We used the classic d6 system, with the PCs assembled quick and easy via the game's template system. The PCs were mostly Stormtroopers, plus one contract Bounty Hunter (an Ewok of all things) and a probe droid operating as embedded journalist / camera crew. Surprisingly likeable PC Stormtroopers, as in the video, with completely dysfunctional shady NPCs. "All NPCs are Guilty - Otherwise they wouldn't be NPCs." A few of the PCs were reprised from the other scenario two years ago, but any who got promoted had since been busted back down to no more than junior officer status so it would still feel like TROOPS.

This time I ran them through the background events of the last third of Empire Strikes Back, explaining why the 'Falcon's hyperdrive is deactivated, how C-3PO got shot, and what kind of trouble you can get into when someone's severed hand lands on your back porch.

At the start of every scene, I handed a random PC a short written script. This was their narrative monologue to the camera, used to set up and lead in to the next scene, and establish background details. For example, to start the session, I had someone read:

We’ve just been recently stationed out here on Cloud City in the Bespin system. I know, you’ve probably never heard of it, neither had I. It’s one of those fly-by-night corporate towns, mining Tibana gas out of the sky. Not sure you can even call that mining, it’s more like sucking. Can I say that on TV?

The local governor is kinda shady, 'cause the place is almost small enough to not be noticed. He’s not even enrolled in the Mining Guilds, and he owes a lot of back taxes and gambling debts. Anyhow, the citizenry aren’t too pleased with the way he’s running things, and there’s been some disturbances as a result.

That’s why we’ve been called in, to bolster the local police force.

Sometimes that ruffles a few feathers with the local big whigs, of course, but in the end everyone agrees quality of life improves once the Empire gets involved, and that’s what really matters. 

"Cloud City, Bespin, 7:00 am local-time" scrolled across the screen. Then the camerabot turned to another one of the TROOPS, who said (read from the telepromter, no doubt) this:

We’re responding to a call from the local Port Authority, seems they need a bit of help here.

There’s a ship that came in for repairs, had a malfunctioning hyperdrive or something, Put it in to dry dock at the local shop, and there’s some sort of animal problem. I’m guessing the owner left his pet on board, and forgot to tell the mechanics.

Normally, this sort of thing would be handled by Animal Control, not by the Emperor’s Finest, but apparently these here Gas Giant planets don’t have much in the way of wild life, so this town doesn’t actually have an Animal Control Guildhouse.

Looks like that fellow over there works here, we’ll start by asking him if he knows what kind of animal we’re looking for.

So the PCs enter the shipyard, where a pissed-off mechanic is bandaging his hand. He explains the owner of the ship has a real menagerie on board, some big fuzzy thing, a bunch of droids, and whatever it was that bit him. For a couple minutes I managed to imply it was Chewbacca that bit him, which was a total miscommunication red-herring. The players were wondering what the guy did that would provoke Chewie to attack, but had to proceed as the arrogant Imperial pigs they were.

The Imperials head over to the ship to check it out. One officer leans into the open hyperdrive port and bangs on it to scare out whatever the animal is, and ends up with a Mynock wrapped around his helmet.  There's a couple more in the engine block, and they start flying around.

It wasn't much a challenge for armed and armored troopers, but I broke out the Star Wars miniatures anyway and dipped our toes in a combat system none of us had used in a long time.. The first two Mynocks went down in the very first round, but the third one was surprisingly resilient. No one could get a decent damage roll on it, and a missed shot with a "1" on the wild-die left the NPC lying dead on the floor.

After the Mynocks were dealt with, the PCs put a "boot" on the Falcon's hyperdrive, broke one of it's tail-lights to justify a few extra tickets, and searched the holds. They confiscated the boxes full of money that Han was going to use to pay off Jabba. Aside from a little trouble with that little zappy ball that Luke used to practice his sabre work in the first film, the scene wrapped up without incident, and without the PCs ever meeting the main characters from the movies.

Next scene. One of the PCs reads:

This part of town has a bit of a reputation as a “red diode district”, if you know what I mean. That is to say, prostitution, mostly droid-related.

We’re just gonna do a little sweep through the neighborhood, mostly chase off the hookers and johns. Let them know the Empire is here now, and that sort of thing won’t be tolerated anymore.  They shouldn’t be out on the streets lookin’ for droid love, that’s what the Twi’Lek Dancing Girls Guild is for.

Of course, if any of the pimps, hos, or sexbots get uppity with us, we are authorized to use whatever force we deem necessary. That’ll send a message, loud and clear. To protect the decency and social welfare of the city, of course.

This lead to a small scene with an "obvious prostitute", I said as I placed a minature R4 astromech unit on the tabletop. When they eventually blasted the sexbot, it responded in the typical R2D2 method, rolling back, head spinning, and dozens of tools and attachments popping out of all the hidden compartments. So now the corridor is littered with vibrators. They question the other nearby bot,  PI-MP, who claims to know nothing about "that slutty little bitchbot".

"You want me to backhand her for you officer? I'm fluent in over 6 million forms of bitchslapping."

Surprisingly, PI-MP doesn't get blasted. He managed to convince them that he was innocent. Some random protocol droid came walking in at that moment, and PI-MP pointed at him. "Look, that's gotta be the pimp you're looking for officers. Look how much bling-bling he's made out of." So they let PI-MP go, and blasted poor C-3PO who just happened to wander in at the wrong time.

Meanwhile, the dirty little Ewok bounty hunter wasn't at all interested in cleaning up the prostitution of Cloud City. Since we were in a bad part of town, he went looking for other entertainment. Before long, he was involved in some illicit gambling with a bunch of Ugnaughts and Jawas, playing some high-stakes game called "Utini!" As their game wrapped up, his fellow little people said they were off to some big protest that was going on.

Which lead right into this scene:
There’s a lot of labor disputes going on lately. Not being affiliated with the Miner’s Guild, the local government is ill-equipped  to deal with it.

An informant told us that there was going to be some sort of protest going on, an attempt by the workers from “Deck Twelve an’ a Half” to unionize or something.

On the one hand you want everybody to be able to speak their mind and improve their lot in life, but at the same time... well, we all know that protests are often just the first step towards Rebellion and lawlessness. We’re gonna see if we can’t get them to disperse, kinda nip that in the bud before it gets too troublesome.

Ah, jeesh, look at all those little guys. They’re kinda cute. Hope we don’t have to disintegrate them. Set for stun.

I got out an actual map for this one, and set up a big cluster of ugnaughts, ewoks, jawas, and various short droids in a picket line. They were complaining about the working conditions on deck 12 & 1/2. Poor lighting, no safety railings, and the terribly low cielings. "First off, who are they trying to kid here? We all know deck '12 & 1/2' is really unlucky number 13. Secondly, why the low ceilings? Are they trying to say we're short? Just because we're not 2-meter tall freaks doesn't mean that some of us don't get claustrophobic! And what did Baron Calrissian do to 'improve' our lot in life? Longer coffee breaks and freakin' door to the brain of Moff Malkovich. I don't think even Moff Malkovich wants to see what happens inside Moff Malkovich's brain. I sure don't!"

Lucasfilm purists might complain about my bizarre choice to work in numerous references in this scene to Being John Malkovich. I know, it was silly, and doesn't quite fit in the Star Wars universe - not even the Expanded Universe. Just like the cameo by Tom Servo in the background in the TROOPS film, so I feel justified. And lets be honest, it's not like you would have been any happier if my references were to Willow or Howard the Duck, so cut me some slack.

The PC Imperial Officer starts making rolls of his command skill, threatening to blow up the protesters if they don't disperse. This gets rid of most of the crowd, except one little power droid who stands his ground shouting "Gonk no, we won't Go(nk)!" Time for some good old fashioned police brutality. The PC AT-ST Pilot chose to have her walker kick the Gonk Droid off the platform. She failed, with a dismal low roll and a spectacular "1" on the wild die.

So now the AT-ST scout walker is lying face-down on the terrain (a parked Imperial Shuttle on the platform, as a matter of fact) and the badly damaged Gonk droid is ominously whistling as if it's going to blow.
It ain't easy justifying this much SteamPork.

That's not nearly dire enough, so I chose that moment to have some of the other protesters return. Including several ugnaughts in a mecha war machine. I put my "Uggernaught" miniature on the table. I've been itching to use this mini in a scenario ever since I opened it in a booster of Star Wars minis a couple years back. Look at that thing, ain't it just ridiculously cool? Usually hard to justify, but this was no doubt the perfect game for it.

So now the PCs are pinned between the fire of a crazy ugnaught death machine, and the whistling overload of a malfunctioning power droid. Now that's drama!  :)

While most of the squad was pinned down, one of the Troopers did manage to use the cover of the buildings on the map to advance without incident and take out the rebel ugnaughts by means of a well-placed grenade. The whistling Gonk droid on the other hand was beyond their ability to multi-task, so most of the PCs took wounds from shrapnel damage that penalized their rolls the rest of the night.

The PC Imperial Officer went to fetch a change of uniforms, and came back with a new mission (and thus another of my short scripted monologues).

We’re responding to a possible domestic dispute. Neighbors called, said there’s a lot of yelling and the sounds of dishes shattering coming from one of the homes here.

I don’t expect too much trouble, though, as you can tell we’re in a nice part of the city. They’ve got a beautiful view of the bottomless shaft, there. That’s a doozy.

 If need be, we can take one or both of them down to the Detention Center till they sober up or calm down.

Dispatch says its the address is the home of one of the local city administrators, so chances are they’ll quickly calm down just to keep up appearances. These local government types are kinda slippery like that.


As it turned out, the home was that of Mr. and Mrs. Lobot. For those of you who don't recognize the name, Lobot was Lando's right-hand man on Cloud City. The bald guy with the computer sticking out of his head who follows Calrissian around, wordlessly directing lesser minions. He holds a position of importance, but he's very formal and not a particularly warm or communicative individual. So, it's no surprise that his marriage is a bit strained. Probably works late nights and weird back-room business deals with his shady boss in gambling dens and strip clubs. Who's to blame Mrs Lobot if she suspects her husband is secretly some sort of mob boss?

Lots of hysterics follow. The place has been trashed. She's in tears, crying and screaming, and he's standing there stoicly telling the troopers that everything is under control. Amidst all her sobbing, they eventually figure out she keeps repeating "it's on the balcony!" There the PCs find a severed hand. Mr Lobot swears he had nothing to do with it, that it must have fallen from somewhere further up the bottomless shaft. Mrs Lobot, however, is certain it's some sort of creepy mob signal, like waking up with the head of a Bantha in your bed.

While they're all out on the balcony trying to sort things out, the rest of a body falls past them. They look upward, and see this narrow promontory extending out to the middle of the chasm. There's someone else up on the damn thing, too, some black-clad Emo kid. Cut to narration:

We’re heading up a few levels, there’s a crisis situation, looks like a Jumper. It’ll be our job to talk him down.

We don’t get these suicide calls too often since most citizens of the Empire are so darned happy. You sure do see it more often out here on the Rim, though.

I remember a couple of planets back, there were these Jumpers just hanging from the ceiling! Hanging there. Wouldn’t come down. Stayed up there so long, they caught their death of cold.

Man, that place sure was chilly. C - O - L - D! You can ask my wife. On a frosty night,
laying in bed, I still say to her “Well at least I’m not back on Hoth!” I’ll remember that place for the rest of my life.
Hey, if you forgave a Being John Malkovich reference, I figure you won't mind me stealing a Bastogne line from Band of Brothers.

In the movie, after Luke throws himself off the ledge, Vader just heads back to his Star Destroyer like its no big deal. That of course is not what the PCs find when they get up there, though. No, I have a "fine tradition" in my TROOPS games that every session must end with a Drunken Darth. So Vader's out on the far end of this narrow ledge over a huge pit, all sad and depressed because his son just jumped. The Ewok bounty hunter walks out there to talk him back in. They end up sharing a few drinks - all those buttons and switches on Vader's chest plate are controls to his built-in minibar.

"I'm not a bad father, am I? I know I wasn't ever really there for him, but lots of people have workaholic absentee dads, right? That's no reason to shout 'you're not my father' and jump off a cliff, is it? I mean, it's not like he didn't know I exist, I left him with family after all. That's better than I had. You know what my mom told me? She said my daddy was a magic space virus!! You know what that does to a kid? Teaches him his mommies a damn liar, that's what it does! So at least I didn't lie to him like that..."

The Ewok tries talking him back in off the ledge, but without a lot of luck. In retrospect, I should have called for some sort of social roll to give him a shot at success, but it was a surprisingly complex scene and I was pretty deep in character, so I dropped the ball there. Not that I wasn't pleased with how it all turned out.

He's out there, waxing suicidally, and would rather down a six pack and a few bowls right here at the cliffs of doom than go back to work or blow off steam at some nightclub.

Someone suggests that the one female Stormtrooper in the squad try to coax him back to safety. She's rather reluctant, because the other time we played this, he made her be his date to his High School Reunion... and let's face it, Darth Vader is kind of a dick. Speaking of which, it's not long before she's ordered out on the ledge, pole-dancing on that vertical pipe or antennae or whatever the point of those weird bits on the bridge to nowhere are. This took a fairly difficult climbing & jumping roll, especially in the armor, but as it turns out she was up to the task.

As Vader is talking about what a great kid he had before he threw himself off the ledge, the PC Imperial Officer steps forward with their evidence baggie from the previous scene. "This son of yours, was this his by any chance?" he asks, handing Vader the severed hand.

I tell everyone that this is too much for Vader, and he feints. Everyone should roll initiative. I'll roll 3d6 for when Vader falls, only people who roll higher than him can act before he falls off the ledge. The first PC to act is also the only one who's too far away to do anything more than shout. The next two PCs try Brawling rolls to grab Vader, but fail and have to make a Dex check to keep from falling with him. The Ewok bounty hunter attaches a grappling hook to Vader, but there's some doubts as to how well a lone Ewok can belay the descent of a rather tall human in battle armor carrying a well-stocked wet bar. Yet another PC rushes out on to narrow promontory to try and grab him, and they also fail, this time with a "1" on the wild die.

Time for some final narration, this time improvised, by the GM:
There's a scraping metallic sound, and the camerabot pivots to see several bolts of the superstructure pop as the narrow platform buckles under the weight. With a sudden lurch, the entire promontory breaks loose and tumbles far down out of sight, taking Vader and the whole squad with it.
"TROOPS was filmed live in Cloud City." The theme music plays as the credits roll. "Bad Droids, Bad Droids, whatchyagonna do?"...
So I guess technically that's a TPK, but I've never seen a group quite that unanimously happy with a Total Party Kill before. TPKs don't usually get applause and laughter.


Tuesday, July 20, 2010

An idea in need of a blank d20

I've come up with an interesting way to get "boon" and "bane"-like effects from Warhammer 3rd into just about any RPG, but without the extra baggage and complexity, and without disrupting the normal mechanics of these games. First I'll need to establish some context about which aspects of the boon system I want to port over.

I really like the ideas behind the Warhammer dice, but I'm not sure I would have taken it as far as they did. Having so many skulls and eagles come up means you really have to really come up with a lot of Boon and Bane results. This forces a pretty crunchy system with action cards, and requires either a lot of GM effort between sessions, or the use of a published module. The latter is clearly what the publisher is pushing towards, but it's never really been my style. I've tried trimming it down a bit for Everhammer, which worked pretty well. I've also tried trimming it down rather further than that, for WhamTrek, which didn't work as well mechanically but was silly enough to function for a one-shot. In the lite narrative version, it felt like boons and banes were happening way too often - every single die roll resulted in the GM having to come up with something cool and unexpected. It was draining.

One of the other problems I have with the Warhammer dice is that it's not symmetrical. (Peter pointed this out to me the other day.) If I roll Observation opposed by your Stealth, in Warhammer's system my Stress or Fatigue go up or down by the results of the roll, but your stress or fatigue is always unaffected. As a GM, I plan to roll dice a lot less often than my players do (I prefer player-facing systems), but this particular effect of the Boon & Bane system makes that plan a tiny bit undesirable.

My players the other night got me thinking about the Wild Die in d6 Star Wars. Overall though, if I recall correctly, it didn't quite do what I wanted, either. The benefit of rolling a "6" was that it increased your success rate instead of adding beneficial side effects. The not-strictly-numerical complications and side effects of a "1" only happened in one roll in 36, and that just wasn't often enough to be interesting. Making them happen 1 in 6 rolls would likely be too much, though.

What I think I want in an RPG mechanic is something that works like boons and banes, but a lot less often, maybe 30% of all rolls having some sort of side effect either good or bad (instead of 60% or 70% of rolls like it is in Warhammer 3rd). It would also have a few less levels of gradation, too - I'd like to be caring about 1 to 2 boons or banes on a roll, not have to be prepared for oddball rolls like "4 boons and 1 chaos star".

I was contemplating this the other day, and it occurred to me I could handle this, in any tandem with just about any game system, by using a single blank d20. I know chessex makes large blank d20s you can mark up with a sharpie. I'd prep this extra die, and use it in conjunction with a more normal success/fail mechanic of whatever game I was running. As an example, you could add exactly one die like this to the default dice pools of World of Darkness. Or, you could roll this die along side a normal d20 in D&D to trigger exceptional events that are more interesting than just double-damage.

I'd draw on 6 sides of it (so 30% chance of something unusual happening), with a total of 4 symbols. Probably this distribution:
  • 2 sides marked with a 4-leaf clover - "Lucky Break" - These would result in something unexpected and good happens to the character. These would be improvised, or could be prepared on a list in advance and crossed off as they come up. They'd be able to vary a bit in power, sometimes being minor but other times huge, but they'd always be helpful.
  • 1 side would be marked with a Jolly Roger - "Ill Luck" - Something unexpected and unfortunate happens to the character. Again the GM could improvise, but I'd probably come up with a list like my "101 Wild Die 1's" chart from back in the day to fall back on if nothing inspired me during a scene. Players would know that when this symbol came up, things were going to get nasty. 5% seems about right.
  • 2 sides marked with a Tower - "Situational / Location-based Event" - These would trigger a specific result depending on the location or scene. It might be good or bad, but it would be consistent through-out the scene. Examples: If the scene is a fight on a narrow ledge, rolling this symbol means you're falling off after this action. If the scene is taking place in the Imperial Palace, this roll means that your action is observed by a random powerful NPC courtier (and thus it's good or bad depending on who saw it). The GM would prep one of these for every scene they intended to run. I might do this symbol in two colors, so that it's possible to have two different effects, or severity levels, in a scene if the GM desires.
  • 1 side would be marked with a stick figure, or a trio of stick figures - "Minor NPC Event" - this would mean that something unusual happens to some NPC in the scene, typically a minor one. This would again be something the GM improvises, but it would probably be guided by whether or not the task failed. If you fail, this symbol means some NPC working against you gets a lucky break. If you succeed, this symbol often means your action affects an extra target, or that an allied NPC gets a lucky break. This way we get around having to roll dice for all the extras, but also avoid the "you can't gain Stress because I'm sneaking up on you" problem with opposed rolls in Warhammer. If the PCs are alone in the scene, this symbol causes an NPC to arrive at the location (or triggers a wandering monster encounter if it's that sort of campaign).
For now, I'm going to mark the die in pencil, so I can test out how well this idea works, and fiddle with percentages after getting some actual experience with it at the table. It may turn out that the Jolly Rogers and Clovers need to appear in equal numbers, or that the Tower needs to show up more often. I'd like to be able to tweak it after a session or two.

Another option, though this would require more work (at least the first time) is to make small decks of cards that correspond to these symbols. Whenever the symbol comes up, you flip over the top card and apply it if it makes any sense in that situation. The main benefit of such a further randomization is that it would let the GM make some of the results really potent without the players feeling like the GM had it out for them. If made up on the fly or chosen off a list, there's the danger of favoritism or perceived favoritism, neither of which is fun.

Friday, February 6, 2009

You missed a great game last night (TROOPS)

I ran my "Stormtroooper Sobriety Checkpoint" scenario last night, and I'm pleased to report it went over very well. It was, of course, inspired by TROOPS, and Star Wars before that, and a little bit of Robot Chicken, so I was merely standing on the shoulders of giants. Just the same, while it's fresh in my mind, I'm going to set as much of it down as I can, even if it seems a little immodest to do so. It's not just that I was on fire - the whole group was in top form last night. So much fun.

The characters were Imperials working a DWI checkpoint just outside Mos Eisley. I gave them pregenerated stats, but required each player to come up with (name, rank, and serial number, plus) a personality quirk or two that made their Stormtrooper stand out. This wasn't the sort of scenario where stats, equipment and dice pools really mattered. It was an action-packed adventure, but not in any traditional sense of the words.

Of course, calling it a scenario or adventure isn't even entirely accurate. Other than the initial character sheets, it was pretty much all improvised. My scenario prep amounts to 6 lines in my notebook, just storyline and character ruminations, without even a single NPC stat. I grabbed a bunch of minis appropriate to Tatooine, and just ran whatever came to mind.

The cast of Player Characters included:
  • Sela Quar, Serial # CR2567, the NCO in charge of the DWI checkpoint. (Played by Laura.) As one of the rare female Stormtroopers, Sela was bitter about the Imperial "glass cieling" and complained about it constantly to anyone who would listen. She was an AT-ST driver, her vehicle is shown here with it's fashionable ribbon adornment. She joined the Imperial Forces to get away from Tatooine, but, sadly, straight out of the Academy they deployed her back on Tatooine.
  • Ojibnan Ramalamadidon, Serial # THX1138, a Stormtrooper who joined the Imperial Forces for the educational benefits. (Played by John.) He's on the II Bill - for every 10 credits you put into your education fund, the Empire kicks in 1 credit. That's a 10% interest, and you only have to commit to 10 years as a Stormtrooper to get it! Oji's other quirk was that he didn't want to shoot people or get shot at - which is fairly rare for a Stormtrooper. "Being a Stormtrooper is also helping me develop my interpersonal skills. I never was a people-person before."
  • PFC Track (Played by Steve) is a member of the Dewback Corps, and was never far from his pet Dewback mount, a lizard named Princess. He really didn't want to be a Stormtrooper, his dream was to manage a tourist resort, but his parents forced him into the military to advance the political aspirations they had for him. His other quirk was a strong fascination with (and memorization of) manufacturer's recall notices.
  • 77T8 is the Protocol Droid assigned to the squad. (Played by Malachi.) He'd been mindwiped 47 times by jawas before being bought by the squad. As a result, he had some patwork personality and a faulty vocalizer. In every scene, he had a different accent. He was also wired with a very potent self-destruct bomb, but thankfully never had to use it.
  • All of this was filmed by CamBot, aka P673219, aka Cindy the Probe Droid. (Played by Sarah. ) Cindy had been programmed with a sexy woman's voice, constantly flirting with the Stormtroopers she was interviewing. Picture a gynormous Imperial Probe Droid starting every conversation with "Howdy Sailor" or "Hey, Good Looking", and you're on the right track.

The scenario started out pretty simply. There was a long line of landspeeders pulled over at the DWI checkpoint.

Between the encounters mentioned below, Cindy Cambot interviewed the other PCs - it was kinda like "confessionals" in InSpectres, but she actually got out our video camera and recorded them. I had planned on putting the interviews up on YouTube, but since we were playing in a coffeeshop the audio is pretty bad.

The first car, just to get the PCs in the mood, was a couple of two-bit hick worm farmers. Yokels with exagerated southern accents, blue-within-blue eyes, and a glove compartment full of a kilo of spice. "Sir, please step out of the car and breathe into the droid." The PCs made them walk a line in the sand, and then searched the car. I expected these druggies to be a smouldering pile of ash at the base of the Imperial Execution Pillars in no time, but since Officer Oji was a pacifist, they ended up just going to the Detention Center. That pretty much set the tone of how the group dealt with criminals and drunks the rest of the night.

The second car was a salvage truck, with an recovered escape pod (and one circular droid bit) in the back. His paperwork was in order and he wasn't drunk so they let him through. It served as a frame of reference as to when the session was set, so the significance of the next car wasn't lost.

An old man and a 20-year-old kid were in the next landspeeder, along with their droids. There was some hand-waving involved. Protocol Droid 77T8 sure tried hard to stop them, since he was immune to jedi mind tricks. Laura (as Sela) played up that she knew Luke from her childhood, and she let Wormie and Old Ben pass through without even having to put the jedi whammy on her. Trying to provoke a fight, 77T8 mentioned the report that Luke's folks had been put down, but instead of starting trouble, it just motivated Sela to let the poor kid go without questioning.

One or two cars later, the driver was Officer Oji's no good brother-in-law Greedo. He was drunk, and talking trash about some guy named solo. I'm such a geek - I have Greedo's lines in Rodian phoenetically memorized, so I delivered them with a drunken slur. "And I know he's gonna try to do that little gimmick of his, where he shoots ya under the table, but ya know what I'm gonna do? Do ya? Do ya? I'm gonna shoot him first!" Since he was family, they called him a cab. The Probe droid put the blurry spot over not just Greedos face but also Officer Oji's badge number.

Sebulba showed up in the next Pod in line. There was some discussion over whether or not it was street legal, so they ran a background check. He'd been racing on other worlds for several years, and the statute of limitations on all his local crimes had run out. Why was he back? He said his old school reunion was tonight, and he planned to beat up Ani for old time's sake. The Stormtroopers wished him luck on that.

Next was Panda Baba and Dr Evazan. Turns out the players had seen that particular episode of Robot Chicken, so my own stolen thunder was stolen. I did have Dr Evazan mouth off a bit, and was again surprised that the PCs mostly let him get away with it. These Stormtroopers apparently really took Palpatine's "kinder, gentler Empire" speach very seriously.

The next three cars in line got smushed by a giant sail barge. We set a dice tray on the table to be the barge, and I quickly pulled out a baggie with miniatures of Jabba, Boba Fet, several goons and a horde of Twi'Lek poledancers. Now was the moment for the players to screw up, get ballsy, and/or just generally start some trouble. Sela, improvising with no prompting from me, instructed the Protocol Droid to serve Jabba with his warrant for outstanding parking tickets. Boba Fett rocketed over to respond. He was starring at Sela's chestplate. "My eyes are up here." "Yeah, but your badge number is down there." Things got tense for a moment, but the brave droid boarded the barge and tried to serve Jabba the Warrant. "This Protocol Droid is my kind of bureacratic scum... If you forget that warrant ever existed, I'll give you this Twi'Leki whore-slave." I was prepared for the fight had they pushed the issue, but they decided a blue-skinned ho was a worthy bribe.

As the sail barge headed to the horizon, the Stormtroopers made medicine rolls to try and save the lives of the cars it had smushed. They called the salvage truck from the beginning of the scenario, and made some profit on the crumpled landspeeders. The players thought everything was winding down early.

Then I said a sleek black landspeeder flies towards you. It's bobbing and weaving, and the driver must be drunk. They fired warning shots, and the driver managed to break just short of plowing into the AT-ST. It was a state-of-the-art expensive landspeeder, with seamless tinted windows. Everybody started to sweat in their armor, but someone mustered the nerve to approach the car. A black gloved dropped a crumpled beer can out the window.

Vader was not only stinkin' drunk, he was morose and mopey. Tonight was his school reunion, and what did he have to show for himself? The PCs tried to convince him that being a Dark Lord of the Sith and second-in-command of the fleet was accomplishment enough, but Darth insisted that he was nothing but a washed-up cyborg freak who hadn't been in a stable relationship in nearly 30 years. This was between various cans of beer, bouts of vomiting, taking hits on his spice pipe, unzipping to pee in front of them all, reminiscing about Padme's hairstyles, falling on his ass and sobbing about the high ground, etc. (In the background, "Princess" the Dewback was eating Vader's drug stash.)

"Sebulba's gonna *wheeze* rub my mask in it *wheeze* if I show up to the reunion *wheeze* without a date." This was, of course, why I included the sexy little slave-ho in the previous scene. The eyes of the droid's player light up, and he gets half a word into offering the slave to Vader.

Sela cut him off. She had ambitions, and wasn't above flirting with Vader to advance her career. "I'd be happy to be your date, Lord Vader. My shift is nearly over, just give me a moment to freshen up..."

I just had to reward that quick-thinking, so Vader says "I'm afraid I can't fraternize with a Corporal... *wheeze* ...but I'll be happy to attend my school reunion with you, General Sela. Let me get you a proper uniform." There was some goofiness as he struggled to unlock the trunk of his car, but eventually he opened it up. The bodies of five dead Imperial Officers were packed in the trunk. One was female, and looked like her uniform would fit Sela. You'd think that'd be enough to scare her off...

The arrive at the Cantina where the Reunion is being hosted. Sela and Vader on a date, the rest of the PCs being their honor guard.

There's a small delay at the cantina - the crew that was supposed to hang the "Enchantment Under The Dune Sea" banners first had to clean up a severed arm and poor Greedo's body. Officer Oji calls his sister to break the news - John was hilarious as he tactlessly let her know that her husband is dead, sent her pictures of his smoking corpse, and then rummaged through his deceased brother-in-laws pockets and improvised finding half a dozen different wedding rings. "I guess he really did have a woman in every port." He then read off inscribed names from the rings.

77T8 slipped off for a moment to sell a couple of the spare Admiral Uniforms to various criminals. He keeps one and wears it into the Cantina, as being an Imperial Officer is the only way to convince the barkeep to serve droids.

Since it's the "Enchantment Under The Dune Sea" dance, I had the band play "Yoda Be Good", complete with improvised parody lyrics from the Bith version of Marty McFly.

Vader pranced around showing off his trophy date, insulting Sebulba, buying rounds of drinks, bragging about his power and position, etc. He made it terribly clear to the whole reunion that he was indeed little Anakin Skywalker.

Sela makes a mental connection, and steps off to call Luke. So, of course, Luke's in the middle of trying to fight his way across the hangar bay to the Millenium Falcon. The power was in Sela's hands. She could have told Luke who his dad was now, she could have ordered her squad to help capture him, there were plenty of options. Instead, however, she flexed her recently-promoted muscles, and ordered the squad attacking her old chum to stand down and let Luke and the Millenium Falcon escape.

Vader passes out. Then his phone rings, so Sela picked it up and answered it. It was Emperor Palpatine. I was just planning to riff along the lines of Palpatine and Vaders conversation on Robot Chicken. Instead, she secures her title as a General, contingent on getting Vader home safe to the Death Star and make sure no one at the reunion remembers any state secrets Vader might have blabbed (including his Anakin identity). Again, I'm expecting mass carnage as the "correct" answer. Instead, they plug the probe droid into the bar's widescreen TV, and play altered footage of Vader claiming to secretly be everyone they'd met. "I'm really Greedo! No, wait, I'm really Jabba The Hutt!" etc. Meanwhile, they spend a big chunk of the salvage money on additional rounds of drinks so everyone at the reunion is so wasted they can't remember which Vader identity was the real one.

77T8, the protocol droid, interrupts the call from the Emperor to network. He arranges for an interview with the Emperor to make a presentation/proposal about a new Droid Army. This is, the Emperor Explains, contingent on him having 5 or more arms. "Everytime I hire a new Droid General, my rule is that he has to have more arms than his predecessor..."

What a ridiculous scenario. Everyone was in stitches, and half the group made out like Bandits. I may have to revisit this on Cloud City or Endor sometime.

Update: One of the players, Steve, also wrote up a big chunk of the scenario . If my blathering wasn't enough for you, check out his LiveJournal entry.

Monday, February 2, 2009

TROOPS: Stormtrooper Sobriety Checkpoint

This Thursday, I'm GMing at Wayward. I'll be running a scenario inspired by TROOPS. If you're not familiar with TROOPS, click on the embedded video.



The PCs will be Stormtroopers, Imperial Navy Officers, and/or Bounty Hunters (plus maybe a Camera Droid?) working a Drunk Driving Checkpoint on a backwater world. I'm going to be using the classic d6 System, with a few minor modifications. I'm considering making PC be required to have a quirk, chosen by the player. That way the Fargo-accented Stormtrooper can be complimented by the nerdy autograph-seeking trooper, the aqualish-phobic trooper, the pregnant Imperial Officer, the overzealous protocol droid who thinks he's a Stormtrooper, the recently redeployed Snowtrooper who hasn't been issued enviromentally-appropriate replacement armor yet, etc.

Tuesday, September 9, 2008

Wild-Die vs Drama Die

Please forgive my calling Last Unicorn's "drama die" a "wild die" in several posts the last couple days.

I've only played ICON Star Trek once, but I've played lots of d6 Star Wars and lots of 7th Sea.

In d6 Star Wars, the Wild Die is the one that indicates critical success on a "6" and critical failure on a "1". Last Unicorn / ICON Star Trek calls that The Drama Die. In some versions of the d6 system, this die explodes.

In 7th Sea, "drama dice" are something completely different. You get them for good roleplaying, or taking cool actions. Later you spend them to boost only the most important rolls.

Because of years of those contexts, I'm likely to continue to use Wild Die and Drama Die as I first learned them. If I say "Wild Die", know that I'm referring to a die you always get to roll that is somehow special (probably involving crits) from the other dice of the roll. If I say "Drama Die" know that it's some sort of reward die or limited resource die that will probably be used sparingly.

Tuesday, February 12, 2008

101 Wild Die 1's

One gimmick I like to use when I'm GMing is checklists. If there's some category of random element that's likely to come up almost every session, I'll brainstorm a big list of possibilities, and then write them all out. Later, when a situation comes up I can grab one off the list, and check it off. This prevents me from lamely relying on the same problem again and again - which is especially bad when dealing with something as annoying as a critical failure.

Here's an example - it's the critical fumble list from a d6 StarWars game I ran a while back. These are 101 things (well, 35, but it's still enough for several sessions worth of rolls) that can go wrong when the wild die rolls a 1.
  1. Allies wounded: Some allied NPC is wounded automatically. It's not that you shot him, but he's somehow hurt at this time.
  2. Ammo running low: you have 5 shots left, then you need to buy a new power pack or change weapons. (continuous weapons have this turn and next)
  3. Awkward Footing: The difficulty of all actions this round and next is increased by +5. (Subtract 5 from your Dodge rolls)
  4. Cowardice: One of your allies flees or surrenders to the bad guys.
  5. Droid in the way: Your next stated action has TN: +15 because of a Droid being in the way.
  6. Drop your weapons: The item(s) in your hand(s) falls to the ground. To pick it up takes Dexterity vs TN:10.
  7. Dropped something: An item on your belt or in your pocket falls to the ground, and the enemies see it. To pick it up takes Dexterity vs TN:10.
  8. Equipment Ionized: One weapon or piece of equipment stops working until the end of the next turn.
  9. Escape Route Blocked: Some neutral 3rd party (droid, taxi-driver, jawas, etc) has blocked your best escape route.
  10. Excess Venting: There's a leak of steam, power, etc. 1d6+1 spaces of the map are now off-limits. Passing through does 3D damage.
  11. Exposed: All attacks against you roll an extra die until you spend an action taking better cover.
  12. Floor collapses: The ground beneath you gives way. Climbing/Jumping vs TN:15 or take 1D+2 damage and be on the next floor down. Climbing out is TN:15.
  13. Gravity Failure: If on ship or station, gravity fails. Dexterity rolls: TN:10 to start moving. TN:15 to stop or to change direction. -2m speed for everyone.
  14. Gun Jammed: Requires a Weapon Repair roll vs TN:10 before it can be fired again.
  15. Horrible Alarms: The klaxons are so loud, no one can hear each other talk. PCs may no longer communicate or plan together. Security TN:10 to disable.
  16. In Your Friends Way: The next PC other than yourself to take an action has +10 TN because of something you did, or else they hit you.
  17. Item Damage: Some item you carry but are not currently using becomes damaged. Takes Repair vs TN:15 to fix.
  18. Meanwhile, On Your Ship: Crew, droid, or ship calls to tell you about a mechanical or social problem they are having.
  19. Mechanical Failure: A neutral piece of machinery malfunctions - a door locks, bridge retracts, a shield collapses, an elevator jams, etc - in an inconvenient way.
  20. Obvious Target: You gain the attention of every bad guy in the scene. They all attack you next turn if able.
  21. Reinforcements are on their way: Start counting rounds. On round 4, the bad guys get 1d6 minor characters to back them up.
  22. Reinforcements: 2 more minor bad guys enter the scene.
  23. Ricochet: A blaster shot ricochets off a magnetized or reflective surface. All PCs must roll Dexterity vs TN:10. Lowest roller is hit, provided they failed the roll.
  24. Shaky footing: Must immediately make a Dexterity roll vs TN:10 or fall. (1d6 damage. Getting back up will require a climbing/jumping roll vs TN:5)
  25. Sights misaligned: TN for all non-point-blank attacks is +5 until you make a Weapon Repair roll vs TN:20 (TN:10 if take a full minute)
  26. Slowed: Next turn, you move 1/2 distance, and roll -2D on Running, Dodge, Beast Riding, Vehicle Operations, etc.
  27. Spectacular Death: The next villain killed explodes like a grenade. PCs must dodge or take damage.
  28. Structural Collapse: Some part of the room you're in falls on you. Dodge roll vs TN:10 to avoid it. If hit, 2D+2 damage and pinned till make Lifting vs TN:15.
  29. Twist an ankle: You roll 1D less on all Dexterity skills (and Running) till a medical check against TN:15 is used on you. -2 meter move / turn.
  30. Unexpected Explosion: Something blows up near the PCs. They must Dodge vs TN:10 or take 2D damage.
  31. Villains figure it out: The NPCs suddenly figure out your plans better. They know you're lying, you're rebels, which side you'll attack from, etc.
  32. Weapon Overheating: If you roll a "1" on your wild die again this combat, the weapon will explode like a grenade. You will be hit automatically.
  33. Weapon switches modes: You're now set to stun (or to lethal, if you were on stun) and you don't know until you hit someone.
  34. Winded: Roll Stamina vs TN:10. If you fail, you are Stunned for the remainder of this turn and next turn as well.
  35. You get in their way: The other PCs and all your allies get -1D on their next action because of your mistake.