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  Running A Firefly RPG
Posted by: Ramblurr - 05-02-2014, 05:21 PM - Forum: Opinions & General Discussion - No Replies

So this is a bit off topic, but since it's in the general subject of non-mainstream gaming, I figure I'd plug my own project Smile

[Image: 9PDSvBE.jpg]

I'm running a tabletop Firefly RPG over the net starting in two weeks. The ruleset is brand new, published in April by Margaret Weiss Productions (MWP). It is based on the Cortex Plus mechanics, also by MWP.

For those of you familiar with D&D-style tabletop RPGs, Cortex Plus is less-crunchy (less numbers based). D&D and friends function as a simulator, like most other RPGs out there. Everything is based (even if only loosely) on natural physics and probability. "How does this work in reality?" "How would this happen in a real-world situation?"

Cortex Plus focuses more on tone, mood, and overall feel of the genre, allowing narrative and genre to dictate the events. "What would this character be able to do in the setting?" It rewards roleplaying and collaborative storytelling.

Firefly, for those of you who don't know, was a TV show that ran in mid 200s on Fox, but was canceled after one season, though after its cancellation it became a cult classic. It is a futuristic scifi setting where humanity has emigrated from the Sol system after Earth was was used up. It's often called a scifi western, due to border worlds that have been terraformed being depicted as similar to frontier settlements in a classic Westerns.

If you're interested in joining the game, pop on over to the campaign website. We're running Thursdays 10am - 2pm EST. We;re playing online using the Roll20 Virtual Tabletop software and Google Hangouts for live audio and video.

Game Link: https://app.roll20.net/lfg/listing/13561...oes-of-war
Information site: https://firefly-echoes-of-war.obsidianportal.com/

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  Stars!
Posted by: Ramblurr - 04-30-2014, 10:51 AM - Forum: Games - Replies (7)

Stars!


closed-ended, 4X, strategy game, for 1-16 players

[Image: q07iy5a.gif]

Links
About

Abandonia has a great review of the game, that is recommended reading for those with more interest. What follows is a paraphrase from Wikipedia.

Stars! is a complex turn-based computer game based around the management of planets and fleets of spaceships following the 4X game model (eXplore, eXpand, eXploit & eXterminate). The game has been around since 1995, and still has a strong following.

The game is well adapted to the Play-By-Email (PBEM) style of multiplayer gaming. One player takes on duties as host, and the other players send their instructions (turn files) by email to the host. The host then generates the results of those instructions and emails back the results.

An alternative to play-by-email is to use the online system Stars! AutoHost. This system automates most of the hosting duties, and can handle a large number of games simultaneously.

The graphics in the game are rudimentary. It is entirely 2D, and the graphics consist of the main map view and static pictures of planets, ship hulls and components. Even battles consist of moving static icons around a grid.

Most of the above comes verbatim from Wikipedia

Gameplay

In the Gameplay of Stars!, each player begins the game with a small fleet of starting ships and one planet (or occasionally two, depending on Primary Racial Trait and universe size.) From these beginnings they develop their empire until they come into contact with the races of other players.

Players initially send scouts out to scan the planets around their homeworld. These scouts determine the environment and also the mineral concentrations. When a planet with a suitable environment (one that matches the environment settings defined in the race wizard) is found, coloniser ships are constructed and sent to the planet. Additional population and minerals can be shipped to the new colony in freighters.

Each new colony will develop its economy by building factories, mines, defenses or eventually a starbase, according to what the player adds to its production queue. Once a starbase has been built, the planet can construct ships.

In this way, colonies spread out throughout the galaxy from the homeworld, until the empire's boundaries meet those of another race.

(read more at Gameplay of Stars!)

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  SuperNova: Rise of the Empire
Posted by: Ramblurr - 04-29-2014, 10:39 AM - Forum: Games - Replies (1)

SuperNova: Rise of the Empire

An open-ended, commercial, space opera PBM.

Each player represents the leader of a world of beings that is just now reaching out to the stars. The various nations or factions present on your homeworld for countless generations have united under your rule, and you alone control the destiny of your civilization. Countless other Players from all around the
world are also directing their Empires to explore the stars and make names for themselves. Some may live near you, in other states, or even in other countries.

Many of these Players will never meet, while others will form alliances, discuss endless strategies by email or phone, fight in titanic battles or simply live in peace. Resources and Items can be exchanged between Empires, allowing for a vibrant trade system that depends only on the needs and desires of the various trading partners.

Internally, as leader of your civilization, you will have plenty of economic decisions to make. Will you devote your starting resources to the construction of warfleets with which to conquer your neighbors? Perhaps building up your infrastructure and biding your time until your scientists can develop superior technology would be wise.

Colonization and mining of other planets may be something to consider as well. With countless other Players making the same decisions, some beginning near your precious homeworld, these decisions are of the utmost importance to the very survival of your Empire. If another Player decides to be aggressive and shows up on your doorstep with a warfleet, things could get ugly. It’s hard to deny: blasting another Empire into radioactive ruin can be a lot of fun, especially if you’ll never have to face that Empire’s Player in real life. On the other hand, alliances can secure your borders and let every ally grow in peace, to be prepared to face a common threat.

I'm leaving this post here for informational purposes, and will post my experience with the game as a reply.

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  PBM-esque Showcase: Frozen Synapse
Posted by: Ramblurr - 04-29-2014, 10:06 AM - Forum: Opinions & General Discussion - Replies (1)

There's been much discussion on the forum and several articles in S&D that discuss this self-identity crisis that PBM seems to be suffering though. Amber's "What's In A Name?" (S&D #4, p44) in particular summarizes Phoenix's struggle with this identity crisis.

We all have our idea of what a PBM game is when you remove the mail, but how that's different than any of the myriad of online turn-based games out there day is a unclear.

These games are wildly successful. Today's gamers are playing these games, not PBMs. What can we learn from them?

I want to highlight a game that most of you probably won't consider of PBM ilk, to be honest, I probably don't either (though I do really enjoy the game). Nonetheless, it is a fun game, and interesting from a game design perspective. It uses new technology (3D graphics, mouse drag'n'drop controls, etc) in a classic turn-based format, and its available on every platform.

Frozen Synapse

Quote:Frozen Synapse is a thrilling PC, Mac, Linux and tablet (iOS/Android) strategy game. It brings the simultaneous turn-based strategy genre bang up-to-date and lets you give detailed, accurate orders to your squad. Classic gameplay with a modern interface!

It's sort of a turn-based SWAT sim. Each player controls a squad of soldiers with various weapons (auto rifle, sniper, shotgun, bazooka, etc). During a turn the player plots waypoints for each solider, directing them to go to certain locations, face a certain direction, kneel, go prone, etc.

In PBM terms, these are the orders. Each turn is two phases: planning and resolution. Again, in PBM terms the planning phase is the order submission phase. Players scheme and strategize for a time before entering their final instructions.

Notably, the game is asynchronous, that is, both players don't need to be playing at the same time. Turn length is configurable from a few minutes to a few days.

When it comes to this crucial planning and strategizing phase, Frozen Synapse is unique among turn based games (AFAIK, please correct me!) in that it lets you run simulations of what might occur. Practically, this means you can enter tentative orders, press a Play button, and see how your units will move on the screen. You can even enter tentative orders for enemy units (if you can see them). This lets you run through various strategies and tactics without the frustrating live trial-by-fire of most TBGs.

Once both players have entered the orders for their units, the computer resolves all the order simultaneously. The result is a very nifty animation whereby you see the soldiers sprint around, duck behind cover, shoot at each other, etc.

Here's a screenshot.

[Image: shooty.jpg]

In the screenshot above you see three teams: green, red, and yellow. It is a top-down 3D view. You can clearly see the terrain displayed as vertical rectangular walls rising out of the floor. These provide concealment and cover.

Green is the active player. He has designated several waypoints for his soldier. To me, they don't look like very smart waypoints, as he is sending his soldier out into the middle of an active firefight between yellow and red.

Here's a selection of youtube videos that introduce the game:

There is a single player mode that has a story, but I've never played it and therefore can't offer an opinion of it.

This isn't a PBM!

Well you're probably right, but it is PBM inspired and I think 21st century PBMs could learn a thing or two from Frozen Synapse.

From my perspective, the main reason Frozen Synapse falls short of a PBM is its length. It is short. If both players are present (submitting turns at the same time), a game won't last more than 10 minutes. Some would interpret this as lacking depth, but I counter that just because the individual games are short doesn't mean the game itself lacks depth. Chess is played quickly, but it isn't lacking depth. There is a mountain of tactics that must be masted with Frozen Synapse, but that said, the individual games are very short and don't offer the time-consuming, mind-crunching preoccupation that we love from PBMs.

However, it contains many mechanics that are familiar to PBM games:
  • turn based asynchronous play
  • order entry phase distinct from results phase
  • turn preparation requires mindfulness and thought
To compare with those PBMs with software components, Frozen Synapse is available on every platform that matters: Windows, OS X, Linux, iOS, and Android! I've spent the majority of my 15 hours playtime of Frozen Synapse on my Android tablet. What PBM can claim that sort of accessibility? None. (aside: of course I'm not counting those PBMs without any sort of software or website)

The graphical user interface and player interaction model are novel, especially for PBMs, which are still stuck in the everything-as-a-spreadsheet mindset to represent information and whose idea of player feedback is a 30 page PDF or webpage full of tabular data.

This isn't to say that I believe PBMs need to do away with the text and replace them with shiny graphics altogether, to the contrary, I am a great fan of text based games which are singular in their ability to stoke the imagination to life.

I merely offer Frozen Synapse as a point of comparison. It is a very successful modern turn-based indie game that has people flocking to it in droves. While I've no empirical data to back this up, I imagine many Frozen Synapse players would love the more engaging, long-term, slow-paced style gaming that PBM excels at. This playerbase is a missed opportunity for PBM.

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  A few issues of late
Posted by: GrimFinger - 04-28-2014, 02:39 PM - Forum: News & Announcements - Replies (3)

Of late, there have been several different issues which, taken collectively, have noticeably impacted my availability with both the site and the magazine.

A disk issue and upgrade issues are impacting me on the computer level. On the personal side of things, a variety of different things are gobbling up huge chunks of my free time. Even though I took last week off, I actually ended up with a net deficit, in terms of progress on the magazine and things PBM-related.

I haven't even accessed my e-mail for several days, now.

I don't have an actual time frame for getting back to what you might call normal. On the personal end, things have actually been far worse for my wife than for myself. One of her relatives broke a bone, and another passed away, both within the past week.

I've also had to reallocate time, in order to deal with repairmen and to go shopping for various appliances that have decided to become defective in rapid succession. I also had to attend a field trip with my son, one day this past week.

Bear with me, if you will, and my PBM and magazine efforts will resume (hopefully) within the next few days. I'll see what I can do about making the publication deadline for Issue # 6.

Your patience and understanding are appreciated.

- Charles -

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  Call for Submissions for Issue # 6!
Posted by: GrimFinger - 04-22-2014, 12:20 AM - Forum: Issues of S&D - Replies (11)

Submissions for Issue # 6: Reminder!

I sent out a Call for Submissions for Issue # 6 via e-mail on April 11th, 2014. I post this, as a reminder to any and to all who might be interested in submitting an article, an advertisement, a photo, or some other material for our next issue of Suspense & Decision magazine.

Each issue is published on or near the last day of the month, so you've still got a week to send something in. We would love to have you participate in making Issue # 6 all the more interesting, by including something from you to share with our readership.

If you have anything that you want included, be sure to send it to me at:
GrimFinger@GrimFinger.Net

Submissions for Issue # 6: Don't get left out!

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  Quest (KJC Games)
Posted by: TVMike - 04-21-2014, 02:09 PM - Forum: Games - Replies (13)

‘Quest is a great fantasy adventure through a world of powerful gods, strange magic and dream cities, of mystical beasts guarding untold treasures. Take up your spellbooks and swords and begin your Quest.’

http://www.kjcgames.co.uk/quest/quest.htm

Just to make things clear I am not connected with KJC in any way but simply a player that enjoys this particular game of theirs.

I run friendly Alliances in Naralia (31), the Chaos Isles (33) and Quest Unlimited (20). Focusing on helping players get to grips with the Rules and the development of their Groups.

At its heart Quest is all about creating and developing an effective Fantasy Adventuring Party consisting of Humans, Elves, Dwarves and Halbloods. All available as Fighters, Priests, Mages and Thieves further split into various sub-classes. You begin with 6 characters capable of taking on a few weak Goblins working your long way to a full party of 15 able to defeat mighty Giants, Dragons and Godly Servants.

Feel i should also note for any people planning a return that Quest had a massive update in 2012 fixing bugs and adding many features players had requested over the years. So much has changed.

Mike

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  It's a crime (KJC games)
Posted by: Lifeless5598 - 04-19-2014, 10:32 PM - Forum: Games - Replies (4)

New York in the 21st century is a city on the edge of collapse. The mobs are about to take control. To survive you have
to become the leader of the meanest, toughest, gang ever.

Away from the main streets and boulevards, in the narrow alleys and derelict tenements the street gangs have taken control. Illegal weapons and incendiary bombs are the tools of their trade as they fight each other and the woefully undermanned New York Police Department.

The Gangs are winning!
Protection rackets, drug pushing, muggings and robbery are common place, even the mob are taking an interest in Gang activities.

Do you have what it takes to survive?
As a player you are the leader of a small street gang. Your gang consists of approximately 20 members. A few will be street wise pro's, the backbone of your gang. The other members are punks or 'cruits, the kids recently initiated. Your gang's turf consists of a single city block.

Your task is to become the meanest, biggest, toughest gang in the city. Eventually you may even join organised crime and compete to become Godfather of the city - before someone else does.

With over 100 other gangs competing, this will not be easy."


Game 87 has launched and is free to play for standard turns.

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  Current Players
Posted by: Nicademus - 04-13-2014, 09:07 PM - Forum: Takamo - Replies (37)

Who is currently playing in the Estra Galaxy?

I am Nicademus (Mike Hart, Nicademus@sbcglobal.net)
I am playing a miner
I played in the old galaxies of Tarkia

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  Input Program
Posted by: Takamo44 - 04-11-2014, 09:47 PM - Forum: Takamo - Replies (52)

For all those playing the game the Input Program web link should have been given to you with your setup. As I had to scramble to write a modern version it inevitably does not measure up to the old one. However that one was written in 1997-98 and Microsoft decided not to support 16bit programs when they moved to 64bit. If you have questions please ask them here. As a quick start here are few pointers. I'll put a help button on the screen when I get some time in the next few days with full instructions or at least instructions.

Buttons at the top:

Action Codes. Clicking on this button gives you all the action codes with examples on how to fill them out.

Load Turn Results:

First click on the browse button to it's immediate left and choose your last turn results file sent to you by Takamo. Then Click on this button to load your last turn. Additionally you can then click on the following links.

Show Turn Results:

Click on this button to read you last turn results file.

Planet List:

Click on this to show all the planets you own.

Fleet List:

Click on this to show all your fleets and there locations.

Load Turn:

First click on the browse button to the immediate left and choose a file you saved previously. Then click on this button. Your current work will be cleared from the form and the turn you selected will be loaded into the form.

Save Turn:

Click on this to save your turn so you can email it to Takamo. You should keep the file name as is. Changing the extension to something other than TAK will cause a little issue as Takamo looks for files with that extension so it can run your turn. Also do not name it with a TXT extension as some email programs embed those files in the body of the message and it cannot be read by the Takamo program.

Some helpful hints.

Use the tab key to move from field to field. I tried to block out the Return key and Backspace key but web browsers will respond to those commands in their own way if you're not careful. For instance hitting backspace will take you to your previous web page you might have been browsing. To avoid this always open a new browser window and type in the web address for the input program or select it from a bookmark. Backspace will then not delete all the work you've done.

The action code box has a search function built into it. If you start typing a number it will bring up all numbers that start with it. For instance 2 will bring up 2, 20, 21, 22, etc. You should select the action you want with the mouse or up and down arrow keys and then tab to select the one you want. If you type in a word it will bring up all action codes that have that word in it. Really helpful to find an action code when you don't remember the number. For instance if you wanted to install a Fort type in the word Fort and you'll find action code 13 is the action code for installing Forts on a world from a fleet. Not to be confused with building them on the world which is a build code.

I will have further help for build codes both for planetary builds and ship builds as well as soon as I get time.

Things of note. Please fill in the top of the form with your player ID so Takamo knows who is running the turns. The Empire Name and Turn Number field is for your own use but also helps the moderator identify players and to make sure turn numbers line up. Your last turn number is always in the top header of the Turn Results.

And last but not least save your turn routinely when filling it out. It won't hurt anything and prevents the loss of your entire turn if something crashes or you inadvertently close your browser or whatever.

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