Showing posts with label D6. Show all posts
Showing posts with label D6. Show all posts

Friday, December 16, 2016

LIFTOFF!


A NEW ERA IN SCIENCE FICTION GAMING!
Now you can get new material for your science fiction game - no matter what game it is!
Welcome to LAUNCH WINDOW: A monthly digest that features new material for Cepheus Engine, Diaspora, D20, Open D6, and OSR gaming.  Stories and articles every month feature new characters, starships, equipment and rules options for your favorite science fiction games.  Every system, every item, every issue.
The Black Desert of space is a dangerous place. When a shipping rocket is endanger of being impounded by a hostile government,  takes a special kind of team to repossess spacecraft before its passengers and crew become detainees.
The Third Gleise Monarchy stood for freedom and prosperity.  When is much larger totalitarian neighbor orchestrated a palace coup, it appears that all is lost.  It’s up to one diplomat and his starcruiser to find a way to turn what few ships and troops remain into a force of resistance.
ALSO IN THIS ISSUE:
Gone in 7 km/s: When your rocket’s bills are past due, don’t fear the Repo...
Species Spotlight: Hichikars:  These vagobonds of space are a lot of fun, but keep your hand on your wallet!

Technical Readout: Pinnace: These armed interface craft are a real bargain...but you get what you pay for.

Wednesday, December 7, 2016

Let Freedom Ring Excerpt (Issue 1 Update)

Here's a look at some of the upcoming stuff from LAUNCH WINDOW's first full issue!

Let Freedom Ring (exerpt):
One does not simply decide to go into space.
    The distance is not great, as these things go - a home-built rocket made by amateur enthusiasts can easily cross the hundred-odd kilometers needed to reach open space around Terra.  However, since gravity that high is still roughly ninety-seven percent of what it is at sea level, these rockets will fall back down as soon as their propellent is gone and burn up in the atmosphere. To actually stay in orbit requires a staggering change in velocity - the same amount used by the first expedition to Saturn.
 
    Annabelle Li was able to take her crew on that kind of jump only by flagrantly cheating at every possible turn.  Her current body started life a CASSTOR catapult-assisted rocket back when Annabelle herself was being assembled by the Brazillian military.  The orbiter had since been modified with a collapsible L-Drive dish in order to take advantage of the boom in ground-based laser installations.  The little rocket carried no on-board propellant - she could make orbit with just the energy of the ambient atmosphere exploding under her bell.  This gave Annabelle and her crew enormous leeway in their available launch window - after all, staying in the thick atmosphere longer actually extended their delta-V- but it required waiting for an available beam to launch on.
     “I can get us a beam in twenty-one hours.” Wade leaned back into his flight chair and rubbed between his eyes.  “That’s literally the soonest I can get.  It’ll cost 50% over standard and we’ll have to portage to Cape Troy to use it.”
    “That’s...really awful.  You know that, don’t you?”  Niles Demirkan had a talent for sounding mildly amused.
    “Well, unless y’all wanna go up as cargo on another ‘Bell, that’s our situation.”
    “That’s an option?”  Tilde looked at her husband. “You can get us up in a Liberty Bell?”
    “Uh...yes?”  Wade shrugged and grinned sheepishly. “I was actually joking, but one of my Hive-fi followers is PLO on a ‘Bell that flies local, I think. Lemme check real quick -”
    “Wade,” Niles still sounded amused. “Do you know everybody in the Solar System?”
    “Nah.  Mebbe one percent - tops.”
    Tilde ignored the exchange between her husband and their friend.  She was thinking.
    “Wade, did you think to check and see if anyone on Lucky Libby is one of your followers?”
    “Tilde…That would’ve been smart.
    It worked out that Wade, by virtue of “knowing” almost a hundred million people, did have a Hive-fi follower on the crew of a Liberty Bell boosting out of Redstone XTA.  Two hours of negotiation and a five-figure transfer of funds from Tom got Annabelle Li loaded as freight on the Liberty Bell Roll Tide Roll. They would space in less than twelve hours.
    The time was far from idle.  Annabelle Li was herself a launch vehicle, and therefore had many features that were ideal for launching cargo and impossible for being cargo.Wade, Tusk, and Annabelle’s robotic minions worked furiously to dismantle the CASSTOR’s twelve-meter high launch fairing.  Since the rocket’s only on orbit power source were solar panels mounted on the interior of the fairing, the crew spend several hours more installing aftermarket panels in Annabelle Li’s four equipment pallets.  Port inspection took another hour and a half, during which Wade and Tusk both desperately jogged the two kilometers to the terminal building, showered, and took a tram back in time to for Li’s loading procedure.
    Which started nearly forty-five minutes late.
    “Look on the bright side,” Tilde playfully nuzzled Wade’s cheek as he stood fuming on the tarmac. “You smell much better.”
    Liberty Bells were the unappreciated workhouses of surface to orbit transport. Resembling a massively upscaled Mercury capsule from the days when spacecraft were glorified warheads, Liberty Bells were cargo liners that rode into space on leased L-Drive bells from spaceports across the world.  There were not only the most common spacecraft in production, there were the most common ever made - only the single use megatankers from Titan are produced in higher numbers.  Liberty Bells were reliable.  They were trusted. And most of all they were cheap - the lasers were already paid for, and the air was free.
    Roll Tide Roll was typical of the breed; a cone eighteen meters tall serving as a command module, waiting to be attached to a payload fairing.  These were voluminous enough to hold eight standard “Conestoga” cargo containers and was also part of the L-drive assembly - a ring of turbofan compressors surmounting a twenty meter wide parabolic dish.  The Liberty Bell was currently in a vehicle assembly building, awaiting her cargo.
   “They’re having to add an extension to the cargo fairing.”  Wade, Niles and Tusk were in the attached lounge, with a dozen other people who were waiting to board the rocket. “And Annie’s too wide to dock anywhere but the center ring - we’re gonna be the only cargo.”
   Tusk signed at the other two men.
  “Yeah, we just might lose money on this job.  Mebbe we can get Annie a new body for her birthday.”
   Niles smiled.  “Do AI have birthdays?”
   “Why not?  You do, and you’re an asshole.”
   “Touche.”

  Tilde missed this exchange by virtue of being Annabelle Li’s Payload Officer.  Despite Li being part of another rocket’s payload, Tilde still considered the CASSTOR very much her responsibility, especially since Annabell’s processor was to remain on board.  There was also the rest of the cargo, break-bulk life support supplies for the Libby, and an inflatable cargo module to carry them once in orbit, that had to be carefully arranged around Annabelle Li and secured for launch.  Again, this was PLO of Roll Tide Roll’s responsibility, but it was Tilde’s cargo.
   Tilde made hir life hell until the everything was loaded to her satisfaction.
   The last hurdle was a minor one - Tuskegee, being nearly twice as wide as a human being, was too large for the passenger coaches in the Liberty Bell’s cabin.  The logistics were solved by Tusk simply agreeing to ride in his own custom flight chair in Annabell Li, but the problem was that Roll Tide Roll’s PLO wanted to charge for his seat anyway.  Tilde, oblivious to karma, argued with hir until Wade offered to do a video tour of the rocket for his channel gratis once they were in orbit.
   One does not simply decide to go into space.

Monday, November 14, 2016

ISSUE 0.5 is PAY WHAT YOU WANT (T-MINUS 1)


   
 Here we are, RocketFans, on the eve of our inaugural issue.  I've save the best surprise for last:  Issue 0.5 will be available as a Pay What You Want download!
     It's like this:  Our traditional publication date here at Blue Max Studios has always been the 15th of the month.  This is as much because of my family's monthly schedule as it is tradition. This left me but two weeks to put together the digest, unless I wanted to wait another month and put out  only one issue this year.  So I decided to start with an "Issue 0.5" - a half-sized magazine made in half the time.  The full sized digests running about 100 pages, start with Issue 1 in December, will cost $7.50 for the PDF and be available for $12.00 in full-color print editions. This one is an experiment, one I consider to be a success.  This is the last sneak peek before go live tomorrow, so I hope you enjoy it.




Friday, November 11, 2016

Just a Few More Things to Do...(T-MINUS 4)


Goes with the isometric map... 
You know you're getting close to done when the Table of Contents
has page numbers...


Thursday, November 10, 2016

More Works in Progress (T-MINUS 5 DAYS)

    Another busy day, RocketFans, getting LAUNCH WINDOW ready for press. It's looking like we'll be finished with the issue in plenty of time, meaning I can get a jump on the rules updates for D20, OSR, and Diaspora.  Let's take a peek, shall we?


















    The Gentleman Scoundrel's  bridge complex is coming along.  The problem is, the image is huge - literally five feet by three.  Needless to say, at that size a lot of detail would be lost if I reduced it to fit a size A5 page, so this iso artwork will not be in the digest.  It will however be available for download as a separate file with  the digest, so you can enjoy it at a larger size!








     I'm really pleased with how the lay is coming as well.  I hope you are as well.  Anyway, I've got some more work to do, so until then, RocketFans, enjoy!

Wednesday, November 9, 2016

Some work in progress... (T-MINUS 6 DAYS)

     Six days until the first taste of LAUNCH WINDOW is available for download, and things are coming together nicely.  Thought I'd share a glimpse or three of what you can expect:
 
 This image is an iso of The Gentleman Scoundrel's control deck(s).  It is easily the most elaborate I've done.  This is only the basic inks - most of the detail work isn't even added yet!

 









  An example of the layout process in Scribus.  I've actually got some artwork -very little - by another artist as well.  I left the descriptions of the characters deliberately vagueso the design choices for the pics are a pleasant surprise.  As you can tell by the big honking six on the page there, this issue will feature Open D6 stats in the initial release, along with 2D6 rules.   OSR and D20 will be released the following week and an update, with Diaspora as the final update the week after.  Sorry to make you wait, Diaspora fans, but that's the rule system I have the least gaming experience with...and the one that will feature most prominately in the December issue!



     I'll try to show off more tomorrow.   Until then, I hope you enjoy!

Monday, November 7, 2016

Putting the Fiction in Science Fiction Gaming


    It’s seven days until the big reveal, RocketFans, and there’s already so much anticipation for the new secret project that I’ve decided to let the cat out of the bag.  On November 15th, Blue Max Studios will release a prototype issue of what will be a monthly digest of science fiction and gaming: LAUNCH WINDOW.
    Thanks to the overwhelming response to my survey (which I will keep going indefinitely), I finally feel like I’ve found a clear sense of direction.  There are a lot of RocketFans out there, who enjoy this blog and what Blue Max publishes for different reasons.  There are people who like the fiction, the hard science, the space opera, the game rules, and almost any combination of the above.  There are people who only play Traveller, or D6, or Diaspora, as well as a growing group of folks who swear by OSR systems.  LAUNCH WINDOW is a way that I can consistently put out quality content that gives everyone something that they want.  
    What does this mean for the blog? Obviously I’ll be putting the majority of my efforts into the digest, so the amount of fiction and gaming articles available on the blog will be limited somewhat.  Every week, there will be a preview of material that will be published in that month’s issue, whether it’s the first part of a story, an overview of an article, or work-in-progress images of up coming artwork.  That being said, I’ll still be posting nano-fic, “Five things” articles, and other goodies just on the blog.  Like this article, for example.

Do you have a favorite Fiction or Article series that we do?  Let us know in the comments!

    Back in 2010 I started Blue Max Studios with the intention of finally being able to write game material for D6.  This was just after West End Games went under and the D6 rule system was released as Open Game Content. I had been inspired by Atomic Rockets (You could tell, couldn’t you?) to create a Hard SF setting, which was the beginning of The Black Desert.  One of the things I always wanted to do with the setting is create fiction for it - but I haven’t gotten around to it for many and various reasons.  One of the big reasons is that Gaming Fiction - stories set in an established RPG setting, has received a lot of negative feelings.   I did not fully understand
that feeling when I was a young gamer, most likely because my all-time favorite RPG was the Star Wars Role-Playing Game.  The game was literally built around a fictional setting, and the game fiction released in the Galaxy Guide supplements and especially in The Star Wars Adventure Journal are among some of my favorite short fiction stories, period.  In point of fact, the WEG material was given to authors working on the Expanded Universe (Now Legends) Novels, so I could argue that the bulk of Legends material is Gaming Fiction.
    From a certain point of view.
    But I won’t make that argument, because that’s not what most gamers mean by Gaming Fiction.  Rather than make specific examples, and thereby possibly insult someone’s favorite game, I’ve made a list of some of the most common complaints I’ve heard about Gaming Fiction:
  • A Core Rule Book or major supplement has more pages devoted to fiction than to useable gaming content.
  • A published adventure is more fiction story than game module.  It seems that the adventure is devoted to a plot that revolves around NPCs, while the Players are bit actors at best and merely spectators at worst.
  • The fiction presented as being based on and showcasing a game system or campaign setting features characters doing things that cannot actually be done in a game using the rules as written.
    I honestly thought there would be more complaints than this.  In a way, there are - but many complaints can be grouped under just plain poor writing.  The above list of grievances are frustrating even if - or perhaps especially if - the Gaming Fiction is of high quality.

What’s your biggest complaint about Gaming Fiction? Leave a comment below!

    Do RPGs even need companion fiction? Is it all just a way to make money? In my opinion, the answer is no - for fantasy and modern setting games.  Science Fiction is a different animal.
    When I say, “Science Fiction”, what’s the first thing you think of?  Is it Star Trek or Star Wars?  Maybe something cyberpunk?  Classic Heinlein?  Honor Harrington? Rayguns and Rockets? Transhuman philosophy? Mass Effect?  I borrowed that last one from Omer Joel of Stellagamma Publishing.  In a recent blogpost, he praised the setting of Mass Effect as an excellent foundation for a Military SF campaign.  The post reminded me of the Rebel Operative premise from WEG Star Wars that goes all the way back to its first edition.  And that reminded me of how easy it is to run a Star Wars campaign compared to a generic science fiction game.  Everybody knows what they’re getting when they play a Star Wars game, because the movies and TV shows and media presence provides us all with a common context.  Generic Fantasy and Modern games, being based on history and the real world respectively, also provide a common context that we all share to a certain degree.  With science fiction, a genre that makes very specific assumptions that are very different from setting to setting, that common context is not present.  An easy way to see what I mean is to try to run a certain style of SF game using a system that isn’t custom made for it, like Star Trek with Traveller, or Third Imperium with WEG Star Wars, or Shadowrun with either one as written.  There are generic SF rule sets that provide a huge variety different technologies you can pick and choose from to make a unique setting, but having done so, a Game Master must explain to their players just what does or does not exist in that setting.  This requires such awkward choices as telling everyone before play, which when you include chargen may use up all the available time, or writing out a document detailing the assumptions of the setting that the Players may or may not read, and may or may not be very interesting in any case.
    Or, you could provide a work of Gaming Fiction that puts everyone on the same page, both literally and figuratively.

What are some games that get adding fiction right? Comment below!

   I’ll use my own work as an example.  I’ve developed a Stardrive/FTL system using Negative Matter that is, if not completely new, sufficiently unusual as to require custom rules and lengthy explanation  In fact, I’ve already spent several thousand words trying to explain how it works without even touching upon the game mechanics.  In contrast, the story The Gentleman Scoundrel tells you pretty much everything you need to know about not only the technology of the setting. But the flavor, the themes, the species, the government, and a host of other things.  It’s not in any detail, to be sure, but the main thing is, if you’ve read the story, and I as a Game Master say that my setting is based in that universe, you know enough as a Player to get into the game without the frustration of finding out later that the campaign is not what you expected.
   Now all this is easy for me to say:  I’m a science fiction author as well as a game designer.  I have no problem with introducing my settings with fiction, and because I’ve been game designing for a while now, I feel reasonably confident that I can do it without being too intrusive.  If you like making your own SF worlds but have no desire to write stories, there’s no reason you should.  With me, it’s different - for one thing, I’m not writing stories to fit, reasonably or unreasonably, an already established game setting.  I’m writing stories, then writing rules that will allow a group of players to tell their own stories in that setting. I think that that’s an important distinction.  A good example is Rob Garitta’s Tesla stories.  They started with the universe of Starships & Spacemen, but they are so clearly part of their own distinct setting we published a supplement for them that was longer than the S&S Core Book!  
   In my opinion, the best use of game fiction was by West End Games in their Star Wars Products.  I mentioned them at the beginning of this article for a reason - When I was in high school, I wanted to write for the Adventure Journal when I grew up.  So that’s exactly what I’m finally going to do.

    That’s what LAUNCH WINDOW is all about. It is very much based on the model of the old Star Wars Adventure Journal: Short stories that include game information like character stats, ships, and equipment, as well as articles and rule expansions to support the settings presented.  With LAUNCH WINDOW, however, I’m going a couple of steps further.  Not only will stories and game material be presented for multiple settings, but it will be presented for multiple rule systems as well.  LAUNCH WINDOW will support Open D6, the Cepheus Engine, OSR, D20, and Diaspora.  The main release of the digest will showcase one or two systems that fit most easily with the settings featured within, but throughout the month after each issue’s release there will be DLC packages updated to the ebook file.  This way, you can be assured that everything in the magazine will support your favorite system. Every item, every issue, every month.  I hope you enjoy.


Friday, October 14, 2016

Alternate Metaphysics Mechanics for Open D6 Part IV: Book Outline

     While it's true that I'm occupied primarily with Iso grid maps at the moment and my Hard SF Conjunction setting in the longer term, I haven't abandoned my work on making a new system for the use of Metaphysics in Open D6.  In fact, I've finished up an outline for an entire book!  Have a look-see, and let me know what you think.  I hope to move forward (even if its a paragraph at a time) in the coming months, so any comments would be valuable.  Hope you enjoy!

Opposing Force: Alternate Metaphysics Rules for Open D6


  1. Wielding Fate: Fate Points as the basis of the Metaphysics system
    1. The Big Change: A New Mechanic
      1. Sidebar: Fate binds all living things...
    2. Doing the Impossible: New Difficulty Levels
      1. Impossible: 40+
      2. Setting Difficulties
        1. Sidebar: Difficulty the easy way
      3. Examples
    3. Anything is Possible: Powers without Powers
      1. Powers as extensions of regular Skills
        1. Keeping Fate boosted Skills “Up”
        2. Examples
      2. Sidebar: Can regular people wield Fate?
    4. Wages of Fate: Fate Points in the new system
      1. Not so Different…
        1. Regaining spent Fate Points
      2. Sidebar: Fate and Codes
    5. Children of Fate: New Aliens and Changes to Old Ones
      1. New Stat: Fate Resistance
      2. Sidebar: Free Will versus Fate
  2. Wielders of Fate: New Organizations and Codes
    1. The House of Norn
      1. History of House Norn
      2. The Code of Norn
      3. Prominent Figures
    2. The Astartian Grenadiers
      1. History of the Grenadiers
      2. The Code of Astartia
      3. Prominent Figures
    3. Creating your own Wielders of Fate
      1. Concept
      2. Code
      3. Template
  3. Dueling Fates: New Weapons and Equipment
    1. Combat Spheres
    2. Grenadier Armor
    3. StarBlades
    4. The Boem
  4. Winged Fate: Starships and vehicles
    1. Racing Capsule
    2. Class-8 Astartian-Starfighter
    3. Arrowback Surveyor
  5. Pawns of Fate: New Metaphysical Templates
    1. Scion of Norn
    2. Astartian Grenadier
    3. Bladesmith of Solace
    4. Fate-Favored

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