Microlite Games
Roleplaying in the world of Star Trek
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I still remember the late 70s, early 80s when I first watched Star Trek on TV. My parents actually introduced me to the series, since they were fans themselves back then. Luckily for me, Star Trek was shown in the afternoons, so I was able to watch it regularly. I didn’t mind the sometimes bad acting, weird scripts and the flimsy cardboard sets. I was thrilled by the idea of travelling to far away stars, meeting alien species and the science and technology that supposedly made these things happening. In a way Star Trek not only sparked my interest in Science Fiction but in science as well.
Although my all-time favorite SF series is Babylon 5, I still have a soft spot for all things Star Trek. When I stumbled upon a Microlite20 game based on the Star Trek Original series, I was overjoyed. “Where No Man Has Gone Before” looks exactly like what the doctor ordered: A set of lightweight rules set into Star Trek TOS era with some subtle tongue-in-cheek humor. But since I was working on other projects at the time, I put it back on the shelf.
During my vacation I stumbled upon this awesome game again and showed it to my girlfriend. She shares my love for all things Trek (even though she’s not generally a SF fan) and she told me she would love to play in a Star Trek campaign. Since I am currently not running anything myself, I started to make plans on how I could finally put Mike Berkey’s rules to good use.
I checked his site for some updates and noticed that someone actually created some awesome looking paper miniatures for that game, that really could come in handy. And of course, the miniature of the Captain has his shirt ripped.
Alas this didn’t help me to decide what kind of campaign to run.
I started doing some research on Star Trek ships of the TOS era and realized that the only Federation ship class actually shown in the series was the Constitution class. Some non-canon sources mentioned other ship classes as well, but alas even then the selection was quite limited. One of those ships that piqued my interest was the Daedalus class. Alas it was suitable for a TOS campaign since this class has supposedly been decommissioned in the 22nd century, several years before the USS Enterprise roamed the universe.
But why not run a campaign set between Enterprise (the pre-TOS series) and the Original Series? Since the Daedalus class was commissioned directly after the birth of the Federation and the end of the Earth-Romulan war it would be the perfect vessel for my player group. Because of the lack of information on that period I could easily design a campaign without having to worry about canon that much. There’s also a great illustration of the USS Daedalus that fits better into the Enterprise era. Perfect!
Alas there are some novels that might mess with that plan of mine, but I think I’ll just ignore those. Even the official Star Trek canon is full of inconsistencies and errors, so who’s going to judge my little campaign?
Rules-wise it shouldn’t be a big difference if I use “Where No Man Has Gone Before” for a TOS-era game or a game set 100 years earlier. But since the Enterprise series actually provides quite a lot of details to work with, a game set in the early 2160s is actually easier to prepare than a game in the time of Kirk and Spock. As my plans progress I will probably post a few updates.
Have you ever run a game in the Star Trek universe? If so, have you used one of the licensed games or a homebrew? And what are your thoughts on my choice of era?
As always I am quite interested in your comments, so please post your thoughts below!
Interview with the AntiPaladins: Mini Six Bare Bones Edition
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Ray Nolan and Phil Morris of AntiPaladin Games recently released a drastically revised and expanded version of their Open d6-based microlite, Mini Six. This new "Bare Bones Edition" comes in a beautiful, easy-to-use 38 page PDF that weighs in at only 6.95 megabytes. Not only does the document include the Mini Six rules, it also offers variant rules for playing Mini Six closer to "base" Open d6 (as presented in the now-free d6 Adventure, Fantasy and Space books) and includes multiple setting seeds, all of which include background and crunchy bits tailored to the settings.
Phil and Ray graciously accepted my request to interview them about this fantastic new edition. As with my previous interview with them, both men took the time to respond to my questions. You can read the full interview on Polyhedral Dreams, my personal games blog.
Mystara, how do I love thee? Let me count the ways!
7A recent post by fellow blogger and friend Daniel Pérez about his love for the Forgotten Realms got me thinking about my favorite campaign setting. The D&D Known World, better known as Mystara.
I first discovered this wonderful world in the D&D Expert Set with paragraph long descriptions of the town of Threshold, Karameikos and the Black Eagle Barony used as examples of what a campaign setting could be like. To me that became the default setting for my Dungeons and Dragons games, when the first D&D Gazetteer came out I had to get it! Even when I switched over to AD&D I kept playing in the D&D Known World until I developed my own campaign setting.
I am a confessed home brewer (campaigns, not beer) but despite playing mostly my campaign this is one campaign I’ve stuck to through thick and thin, and I have an almost complete collection of all materials published for it. But this was not always so. I got most of the Gazetteers as they came out but I eventually lapsed and missed a couple of them. What rekindled my love with Mystara was The Voyage of the Princess Ark, an excellent series written by Bruce Heard published in Dragon Magazine from issues 153 to 188. I remember the first installment; it featured the map of the D&D Known World from the D&D Master Set and proclaimed it was wrong, wrong, wrong!
It chronicled the adventures of the Alphatian Skyship under the command of Haldemar of Haaken as it travelled to the unknown regions of Mystara. It rekindled my interest in the campaign and had me going back to re-read the old Gazetteers and purchased the ones I had missed. I was especially fond of the boxed set Dawn of Empires which detailed the warring empires of Thyatia and Alphatia; I must have read that boxed set well over ten times.
Since the original Gazetteers were written for the D&D rule set (when there was a distinction between D&D and AD&D) they were full of additional rules and ideas for the system. Many were divided into a Player Section that covered what a player would know about the region, and a longer much more detailed DM section.
The Known Worlds is a strange mishmash of nations inspired by real world cultures, placed together in a map that makes little geological or cultural sense, but the writers managed to hammer out a fun world of high fantasy and high magic. It has so many opportunities for adventure and so many great products were produced for the line; the Hollow World was amazing, The Wrath of the Immortal boxed set was a world shattering campaign, and the exploration of the world, its history and cosmology through the Voyage of the Princess Ark articles made me a fan for life.
On my search for a complete set of Gazetteers I was only missing the eight one, The Five Shires, written by Ed Greenwood. This was back in the early 90s and I contacted every RPG catalog I could find, and even called TSR directly to try and get a copy. I was unsuccessful, until I managed to get my hands on a used copy in the 1998, ten years after it was published.
The setting eventually was converted into the AD&D 2nd edition rules and officially rebranded Mystara. The products came out during a time when TSR was producing multimedia boxed sets with CDs containing adventures and audio clips, but except for the Monstrous Compendium Appendix which I loved, the 2nd edition Mystara products were never as fun for me as the original Gazetteers.
The Voyage of the Princess Ark spawned a Boxed Set called Champions of Mystara that summarized some of the information from the articles, and had some cool maps, but lost some of the magic of the monthly adventure. The skyship eventually travelled to a region of the Known World that was presented in the Red Steel/Savage Coast product line which I was not particularly fond of, but still own (hey I am a completist at heart). Some of the Red Steel content used to be available for download online, but Wizards apparently took them down!
Even is Mystara did not transition into newer editions there is a committed online community dedicated to everything Mystara, Vaults of Pandius, with great maps, information and even some conversions for the Known World.
I have not run my definitive Mystara campaign yet, the last time I visited Karameikos I was running an all thieves campaign (as rogues were known back in the olden days of AD&D), they had double crossed one ally too many and the fury of Duke Stephan Karameikos and the thieves guild of Specularum had been unleashed upon the band of resourceful rogues. I’ll go back and play in Mystara again; I believe Microlite20 or the Basic Fantasy RPG would be a great fit for my return there. See you on Threshold!
PS – This post is dedicated to my friend and fellow DM Mario, the Master of the Game, and his players in Cayey, who never gave up on the Known World and still play in their very own version of Mystara!
Help me find a new name for “Warrior, Rogue & Mage”
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As you probably already know, “Warrior, Rogue & Mage” is a rules-light fantasy RPG created by me. The whole design process was under 24 hours, so I didn’t really bother with finding a proper name.
I am thinking about working on a revised edition which contains new player option, additional equipment and more background information on the Imperium of Vaneria. I also plan to fix some errors I noticed and add in the houserules Will mentioned in his playtest report.
But I am not really happy with the name of the game right now. WR&M doesn’t really roll of the tongue that easily and it sounds pretty boring. Since I always have trouble coming up with cool sounding names, I decided to ask my readers for help. What would you call this fine game? And while we are at it, what would you add to make it a more interesting game? Please share your thoughts in the comments below!
Freebie: Warrior, Rogue & Mage
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Yesterday around 10pm local time I had an idea for a rule-light fantasy RPG with some old-school feel to it. The result is “Warrior, Rogue & Mage” a four-paged PDF containing complete rules to create and play characters in a fantasy world torn by a civil war.
The game should be playable as it is, but alas I haven’t had the time to do some play testing, so I would like to get some feedback. Does character creation work? Are combats between characters and characters and monsters balanced or way off?
Please share your ideas, criticism and advice in the comments below. You can view the rules here or download the PDF (186k) here.
UPDATE: There are now a revised edition (41-paged PDF) and several supplements available. You can get more information about WR&M here.
Microlite20 Under New Ownership
6On March 12th, Robin Stacey (aka Greywulf) announced that he had sold the rights to Microlite20, including microlite20.net, to Seth Drebitko. I quickly asked Robin to get me in touch with Seth, which he did, and Seth was gracious enough to answer some questions about the sale and the future of Microlite20. Here’s what Seth had to say. (more…)
Microlite Interview with AntiPaladin Games
1This interview originally appeared on Polyhedral Dreams on January 27th, 2010. There have been a couple small edits. (more…)
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