I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Tuesday, March 04, 2025
Almost Forgot
Saturday, March 01, 2025
Epic Excuses for Giant Robots!
The Horus Heresy, the foundational story and grand tragedy at the heart of Warhammer 40,000, is an excuse.
Back in the grim darkness of 1988 Games Workshop released the first version of its Epic teeny tiny wargames system, Adeptus Titanicus:
Epic battles between giant robots! Ace!
Except all the "giant robots" in that first box were Imperial, so GW needed to come up with a reason why the humans were fighting each other. And so, one back-of-the-napkin later, we get the Horus Heresy, gengineered brother versus gengineered brother, lots of overwrought high drama, about a million tie-in novels, a spinoff tabletop wargame, and soon a role-playing game.
(We're not counting the "3D Roleplay" graphic on the AT box...)
I'm not convinced by this announcement -- what are players going to actually do in this setting? -- but I'm intrigued.
Back in the grim darkness of 1988 Games Workshop released the first version of its Epic teeny tiny wargames system, Adeptus Titanicus:
Epic battles between giant robots! Ace!
Except all the "giant robots" in that first box were Imperial, so GW needed to come up with a reason why the humans were fighting each other. And so, one back-of-the-napkin later, we get the Horus Heresy, gengineered brother versus gengineered brother, lots of overwrought high drama, about a million tie-in novels, a spinoff tabletop wargame, and soon a role-playing game.
(We're not counting the "3D Roleplay" graphic on the AT box...)
I'm not convinced by this announcement -- what are players going to actually do in this setting? -- but I'm intrigued.
Saturday, February 22, 2025
Leather Bound Video (Not Like That)
I watched the BBC series Video Nasty the other day. It's pretty good. The trailers made it look like a period comedy set during the 1980's video nasty scare -- of which I am a bit young to have direct experience, but I remember well its legacy -- and it is sort of that, but let's just say the trailer is a bit misleading.
Anyway.
One early scene takes place in a video shop, one of the hundreds of independent -- and slightly dodgy -- establishments that dotted the nation before the chains took over. This shop had its own branded VHS cases, as you'd recognise if you'd ever been in a video shop from 1990ish onwards. Except that's not how I remember 1980's shops operating.
I remember that you'd browse the shelves in the pokey little room behind the newsagent, pick your film, take it to the counter, and then you'd get your rental VHS in a case that looked like a faux leather book. Like this:
I find this both cute and weird. Not only because people thought the appropriate way to display a VHS was to make it look like a generic leather-bound book, but also because there was apparently some need or desire to display or shelve a film you were only going to have in your house for two or three days. It looks eccentric and odd from 2025. To be fair, it looked eccentric and odd from 1995!
Anyway.
One early scene takes place in a video shop, one of the hundreds of independent -- and slightly dodgy -- establishments that dotted the nation before the chains took over. This shop had its own branded VHS cases, as you'd recognise if you'd ever been in a video shop from 1990ish onwards. Except that's not how I remember 1980's shops operating.
I remember that you'd browse the shelves in the pokey little room behind the newsagent, pick your film, take it to the counter, and then you'd get your rental VHS in a case that looked like a faux leather book. Like this:
I find this both cute and weird. Not only because people thought the appropriate way to display a VHS was to make it look like a generic leather-bound book, but also because there was apparently some need or desire to display or shelve a film you were only going to have in your house for two or three days. It looks eccentric and odd from 2025. To be fair, it looked eccentric and odd from 1995!
Saturday, February 15, 2025
The Revisitation
Following on from the role-playing games I have and haven't played, here are the games I've played but would very much like to play again before my body fails and my essence returns to the cosmos.
Or something.
13th Age - Probably my favourite version of "advanced" D&D. I think we still have much to explore with this game, not least a big old dungeon.
Barbarians of Lemuria - I enjoyed the last time I played this, only 13 years ago (!). I liked a few of the system mechanics and I also liked how the game captured the feel of pulp fantasy.
Cold City - Great fun. I would love to play this or its cousin Hot War again.
Dragonlance: The Fifth Age - The system is quite unlike anything else but I've only played it in short bursts; I'd like to give it a try for a longer term campaign to see how it goes.
Feng Shui - I'm not fully on board with the rules of the game, as I think they sort of get in the way of what they are trying to do, but I love the concept and setting, and I'd like to give it another try one day. Maybe with different rules?
Mutant Year Zero - It's a solid ruleset -- a descendant of which we played recently -- and I like the blend of base building and wilderness exploration, and how each feed into the other. I think my mistake when running it was in making things feel aimless and giving the impression that everything was randomly generated; if I ran it again I'd make more effort to highlight interesting locations and even perhaps create actual "missions" to give some added focus.
Pendragon - Just because it's Pendragon, and it's great, although I prefer a sort of loose picaresque wander about Mythic England as opposed to the Allegedly Great Pendragon Campaign, which really doesn't do much for me.
Rogue Trader - The ruleset is not the best but the setting has a great deal of potential; my previous attempt was more focussed on plot and story, and I wonder how a more freeform "space crawl" approach would go down.
Star Wars - The D6 variant. I played a fair bit of this in my teens and it was good fun, even if I'm not the biggest Star Wars fan. The expansion of the franchise in recent years has broadened the type of stories told on screen, and reminds me of the sort of off-piste adventures we had in the setting back in the dim and distant 1990s.
(Please! Where is Call of Cthulhu? Well, it gets played about once a year by my group so I don't feel the need to add it to the list. Just assume that I always want to play Call of Cthulhu Iä, fhtaghn, etc.)
Or something.
13th Age - Probably my favourite version of "advanced" D&D. I think we still have much to explore with this game, not least a big old dungeon.
Barbarians of Lemuria - I enjoyed the last time I played this, only 13 years ago (!). I liked a few of the system mechanics and I also liked how the game captured the feel of pulp fantasy.
Cold City - Great fun. I would love to play this or its cousin Hot War again.
Dragonlance: The Fifth Age - The system is quite unlike anything else but I've only played it in short bursts; I'd like to give it a try for a longer term campaign to see how it goes.
Feng Shui - I'm not fully on board with the rules of the game, as I think they sort of get in the way of what they are trying to do, but I love the concept and setting, and I'd like to give it another try one day. Maybe with different rules?
Mutant Year Zero - It's a solid ruleset -- a descendant of which we played recently -- and I like the blend of base building and wilderness exploration, and how each feed into the other. I think my mistake when running it was in making things feel aimless and giving the impression that everything was randomly generated; if I ran it again I'd make more effort to highlight interesting locations and even perhaps create actual "missions" to give some added focus.
Pendragon - Just because it's Pendragon, and it's great, although I prefer a sort of loose picaresque wander about Mythic England as opposed to the Allegedly Great Pendragon Campaign, which really doesn't do much for me.
Rogue Trader - The ruleset is not the best but the setting has a great deal of potential; my previous attempt was more focussed on plot and story, and I wonder how a more freeform "space crawl" approach would go down.
Star Wars - The D6 variant. I played a fair bit of this in my teens and it was good fun, even if I'm not the biggest Star Wars fan. The expansion of the franchise in recent years has broadened the type of stories told on screen, and reminds me of the sort of off-piste adventures we had in the setting back in the dim and distant 1990s.
(Please! Where is Call of Cthulhu? Well, it gets played about once a year by my group so I don't feel the need to add it to the list. Just assume that I always want to play Call of Cthulhu Iä, fhtaghn, etc.)
Thursday, February 13, 2025
Alien 1999
I played a couple of sessions of the Alien role-playing game over the past couple of weeks.
Well, not exactly.
I played a couple of sessions of the Space: 1999 role-playing game.
Well, not exactly.
What in fact happened was Stuart ran a Space: 1999 adventure using the Alien system, and it was good fun. I've always enjoyed the late-period Gerry Anderson series -- although I think UFO is better -- so it was fun to play around in that setting, just before the Moonbase Alpha accident that kicks the series off. The Alien ruleset -- derived from one of my favourites, Mutant Year Zero -- is quite good too, and worked well for the relatively low-tech world of 70s UK science fiction TV. It does tend towards horror and stress -- as you'd expect -- so it created a bit of a different tone for Space: 1999, perhaps the sort of thing you'd get if the series had been made in 1985 rather than 1975.
I'm not sure I have any interest in Alien itself as a game setting, but the system seems flexible and applicable for all sorts of things. I wonder how it would handle the Cthulhu Mythos?
Hmm...
Stuart's summary of the first session is here, and the second here.
Well, not exactly.
I played a couple of sessions of the Space: 1999 role-playing game.
Well, not exactly.
What in fact happened was Stuart ran a Space: 1999 adventure using the Alien system, and it was good fun. I've always enjoyed the late-period Gerry Anderson series -- although I think UFO is better -- so it was fun to play around in that setting, just before the Moonbase Alpha accident that kicks the series off. The Alien ruleset -- derived from one of my favourites, Mutant Year Zero -- is quite good too, and worked well for the relatively low-tech world of 70s UK science fiction TV. It does tend towards horror and stress -- as you'd expect -- so it created a bit of a different tone for Space: 1999, perhaps the sort of thing you'd get if the series had been made in 1985 rather than 1975.
I'm not sure I have any interest in Alien itself as a game setting, but the system seems flexible and applicable for all sorts of things. I wonder how it would handle the Cthulhu Mythos?
Hmm...
Stuart's summary of the first session is here, and the second here.
Friday, February 07, 2025
Monday, February 03, 2025
Mission: Danger Zone!
Here's another untested and probably insanely unbalanced Stargrave scenario.
Sector Periculosum is a terrible place. Some say it's full of toxins from the Last War. Some say it's been reclaimed by a hostile biosphere. Some even say it's haunted by vengeful ghosts. Almost no one comes back from there alive. But those that do come back, come back rich.
SET-UP
Divide the table into 16 equal parts, making sure that the boundaries between each section are clear to all players. Each section should be numbered, although not necessarily on the table itself; a diagram is fine, as long as all players can see it.
Place terrain and select board edges as normal. There is no central loot token in this scenario, but each player should place three loot tokens, generating the third token's type as normal. You should try to avoid putting loot tokens on section boundaries.
There is no Target Point for this scenario.
SPECIAL RULES
Danger! Each turn after the first, before rolling for initiative, roll 1d20; the number rolled is the table section that will become a Danger Zone at the end of this turn, after the Creature Phase. Rolls of 17-20, or that correspond to a section that is already a Danger Zone, have no effect.
At the end of the current turn, that section becomes inaccessible for the rest of the game and all figures within it are treated as being killed. Loot tokens in that section are destroyed.
If a figure is on the boundary between a Danger Zone and a safe section use common sense; if over half of the model is in a safe area then they are safe. If in any doubt, roll a dice to decide.
Danger Zones ignore terrain; being inside a building is no safer than being in the open!
Figures can be pushed, teleported, or otherwise manipulated into Danger Zones.
Abilities or effects that protect a figure from being killed work against Danger Zones. In these cases, move the figure to the nearest safe edge, rolling for a random edge if there is any doubt.
Danger Zones do not block line of sight and can be travelled through by means of teleportation or similar abilities, but cannot be flown or jumped over (usually; see Option 1, below).
Option 1 - Role-playing? For the sake of simplicity the Danger Zones are just big killer squares of generic sci-fi death, but you may decide that they are flooded with water, in which case they are treated like normal areas of water, after the initial fatal flooding. Or they are filled with thick gas, in which case they cannot be seen through. Or they are clouds of murderous nanotech, blocking line of sight and flight. Whatever you decide, make sure all players agree to any exceptions before you start.
LOOT AND EXPERIENCE
Loot and experience are scored as normal, with the following additions:
+10xp whenever a crew member starts a turn in an imminent Danger Zone and escapes (up to 30xp).
+10xp whenever a crew member extracts a loot token from an imminent Danger Zone (up to 30xp).
+10xp whenever a crew member is killed by a Danger Zone (up to 30xp).
Experience awards stack, for example if a crew member escapes a Danger Zone with a loot token.
DANGER ZONE!
Sector Periculosum is a terrible place. Some say it's full of toxins from the Last War. Some say it's been reclaimed by a hostile biosphere. Some even say it's haunted by vengeful ghosts. Almost no one comes back from there alive. But those that do come back, come back rich.
SET-UP
Divide the table into 16 equal parts, making sure that the boundaries between each section are clear to all players. Each section should be numbered, although not necessarily on the table itself; a diagram is fine, as long as all players can see it.
Place terrain and select board edges as normal. There is no central loot token in this scenario, but each player should place three loot tokens, generating the third token's type as normal. You should try to avoid putting loot tokens on section boundaries.
There is no Target Point for this scenario.
SPECIAL RULES
Danger! Each turn after the first, before rolling for initiative, roll 1d20; the number rolled is the table section that will become a Danger Zone at the end of this turn, after the Creature Phase. Rolls of 17-20, or that correspond to a section that is already a Danger Zone, have no effect.
At the end of the current turn, that section becomes inaccessible for the rest of the game and all figures within it are treated as being killed. Loot tokens in that section are destroyed.
If a figure is on the boundary between a Danger Zone and a safe section use common sense; if over half of the model is in a safe area then they are safe. If in any doubt, roll a dice to decide.
Danger Zones ignore terrain; being inside a building is no safer than being in the open!
Figures can be pushed, teleported, or otherwise manipulated into Danger Zones.
Abilities or effects that protect a figure from being killed work against Danger Zones. In these cases, move the figure to the nearest safe edge, rolling for a random edge if there is any doubt.
Danger Zones do not block line of sight and can be travelled through by means of teleportation or similar abilities, but cannot be flown or jumped over (usually; see Option 1, below).
Option 1 - Role-playing? For the sake of simplicity the Danger Zones are just big killer squares of generic sci-fi death, but you may decide that they are flooded with water, in which case they are treated like normal areas of water, after the initial fatal flooding. Or they are filled with thick gas, in which case they cannot be seen through. Or they are clouds of murderous nanotech, blocking line of sight and flight. Whatever you decide, make sure all players agree to any exceptions before you start.
LOOT AND EXPERIENCE
Loot and experience are scored as normal, with the following additions:
+10xp whenever a crew member starts a turn in an imminent Danger Zone and escapes (up to 30xp).
+10xp whenever a crew member extracts a loot token from an imminent Danger Zone (up to 30xp).
+10xp whenever a crew member is killed by a Danger Zone (up to 30xp).
Experience awards stack, for example if a crew member escapes a Danger Zone with a loot token.
Labels:
Stargrave,
stuff you can use
Friday, January 17, 2025
Mission: The Hermit
Here's another Stargrave scenario, completely untested, as per usual.
Pagurus Titanicus is known for grabbing bits of debris to build itself a tough outer shell, and there's plenty of debris among the dead stars. There's loot too, and rumour has it this monster is carrying treasure on its back.
SET-UP
Place terrain as normal. Multi-level terrain is handy for jumping down on the Hermit in dramatic action movie style.
Each player places two loot tokens according to the normal rules, rolling for type as usual.
Place a large crab-like monster in the dead centre of the table. This is the Hermit, and it has the third loot token on its back. Determine whether this is data or physical loot as normal. This is considered the central loot token for any relevant effects.
SPECIAL RULES
The Hermit: The Hermit starts in the centre of the table and makes a single random move in the Creature Phase. It is so large and strong that it can never be pinned in combat.
If an attack beats the Hermit's Armour, or if it is the target of a successful psychic power, it panics, and immediately -- yes, out of sequence -- makes two moves in random directions.
If the Hermit's move would take it off the table edge, it moves along the edge instead.
The Hermit never attacks but if it panics and moves through a figure then that figure suffers a normal Fight attack as the Hermit tramples over it. If that figure wins the "combat" they take no damage but also do no damage in return.
If the Hermit is killed it will make two last random panicked moves before it keels over. Leave the model where it is; crew must still climb its corpse to get at the loot.
Climbing the Hermit: To access the loot token a figure must climb up -- half movement -- or jump to it as per the normal movement rules.
When the Hermit moves any figure "riding" the beast should roll 1d20; if the result is higher than the inches moved by the Hermit then the figure has held on. Otherwise they fall -- at the end of the move -- and take damage as per the normal falling rules.
The loot token is embedded in the Hermit's shell and never falls.
(If may be safer to mark which figures are on the Hermit's back rather than try to balance figures, especially when it starts moving. Perhaps you can use counters, or even have a little off-table "map" of the creature's back on which you place the figures. I leave it up to you.)
Option 1 - Interested Parties: Each crew should -- secretly -- roll a dice to determine if they have been employed by:
Odd: Friends of the Planets: 100Cr if the Hermit survives the scenario.
Even: Galactic Hunting Club: 100Cr if the Hermit is killed.
Option 2 - Seeing Double: Place two Hermits! It is impossible to know which of the beasts has the loot token until a crew member is on top. Roll a dice: if even the loot token is on this Hermit, on an odd result it's on the other.
LOOT AND EXPERIENCE
Loot and experience are scored as normal, with the following additions:
+10xp whenever a crew member falls off the Hermit (up to 30xp).
+10xp whenever a crew member is trampled by a panicked Hermit (up to 30xp).
+30xp for killing the Hermit (unless Option 1 is in play).
The Hermit loot token is worth two rolls on the relevant table.
THE HERMIT
MV 6
FT +6
SH +0
AR 15
WL +1
HL 22
Notes: Amphibious, Animal, Immune to Control Animal (sorry!), Immune to Critical Hits, Large, Strong
THE HERMIT
Pagurus Titanicus is known for grabbing bits of debris to build itself a tough outer shell, and there's plenty of debris among the dead stars. There's loot too, and rumour has it this monster is carrying treasure on its back.
SET-UP
Place terrain as normal. Multi-level terrain is handy for jumping down on the Hermit in dramatic action movie style.
Each player places two loot tokens according to the normal rules, rolling for type as usual.
Place a large crab-like monster in the dead centre of the table. This is the Hermit, and it has the third loot token on its back. Determine whether this is data or physical loot as normal. This is considered the central loot token for any relevant effects.
SPECIAL RULES
The Hermit: The Hermit starts in the centre of the table and makes a single random move in the Creature Phase. It is so large and strong that it can never be pinned in combat.
If an attack beats the Hermit's Armour, or if it is the target of a successful psychic power, it panics, and immediately -- yes, out of sequence -- makes two moves in random directions.
If the Hermit's move would take it off the table edge, it moves along the edge instead.
The Hermit never attacks but if it panics and moves through a figure then that figure suffers a normal Fight attack as the Hermit tramples over it. If that figure wins the "combat" they take no damage but also do no damage in return.
If the Hermit is killed it will make two last random panicked moves before it keels over. Leave the model where it is; crew must still climb its corpse to get at the loot.
Climbing the Hermit: To access the loot token a figure must climb up -- half movement -- or jump to it as per the normal movement rules.
When the Hermit moves any figure "riding" the beast should roll 1d20; if the result is higher than the inches moved by the Hermit then the figure has held on. Otherwise they fall -- at the end of the move -- and take damage as per the normal falling rules.
The loot token is embedded in the Hermit's shell and never falls.
(If may be safer to mark which figures are on the Hermit's back rather than try to balance figures, especially when it starts moving. Perhaps you can use counters, or even have a little off-table "map" of the creature's back on which you place the figures. I leave it up to you.)
Option 1 - Interested Parties: Each crew should -- secretly -- roll a dice to determine if they have been employed by:
Odd: Friends of the Planets: 100Cr if the Hermit survives the scenario.
Even: Galactic Hunting Club: 100Cr if the Hermit is killed.
Option 2 - Seeing Double: Place two Hermits! It is impossible to know which of the beasts has the loot token until a crew member is on top. Roll a dice: if even the loot token is on this Hermit, on an odd result it's on the other.
LOOT AND EXPERIENCE
Loot and experience are scored as normal, with the following additions:
+10xp whenever a crew member falls off the Hermit (up to 30xp).
+10xp whenever a crew member is trampled by a panicked Hermit (up to 30xp).
+30xp for killing the Hermit (unless Option 1 is in play).
The Hermit loot token is worth two rolls on the relevant table.
THE HERMIT
MV 6
FT +6
SH +0
AR 15
WL +1
HL 22
Notes: Amphibious, Animal, Immune to Control Animal (sorry!), Immune to Critical Hits, Large, Strong
Labels:
Stargrave,
stuff you can use
Tuesday, January 14, 2025
"Playing Games Turns Me Into a Person Who Makes Sense"
This is a lovely Grauniad piece about autism and board games. These parts resonated in particular:
and:
I've written about this before. I don't think I'm on the autism spectrum; I've done a number of tests -- which I know aren't definitive -- and have never scored enough to be classified as autistic. I am a bit odd, no doubt, but that's more social awkwardness and crippling anxiety, and games provide a sort of social focus that help me ignore and overcome those issues, for the most part.
Anyway, it's an interesting piece, and if you have any interest in games or neurodivergence, it's well worth a read.
Growing up, board games were my refuge from a baffling, often hostile world.
and:
Games gave me quiet, structured time with family and friends. If I didn’t know what to say, the game filled the silence.
I've written about this before. I don't think I'm on the autism spectrum; I've done a number of tests -- which I know aren't definitive -- and have never scored enough to be classified as autistic. I am a bit odd, no doubt, but that's more social awkwardness and crippling anxiety, and games provide a sort of social focus that help me ignore and overcome those issues, for the most part.
Anyway, it's an interesting piece, and if you have any interest in games or neurodivergence, it's well worth a read.
Sunday, January 12, 2025
It Would Take Too Long to Explain
Labels:
Australia,
Street Fighter,
stuff that I drew
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