Steve's Occasional Game Blog
A place where I pontificate on the various products available to the player of board games, war games and role-playing games that don't involve a computer, the people that play these games and the games I've had.
Sunday, January 19, 2025
Dungeon Crawl Classics
Mutant Crawl Classics
ALIEN RPG - Destroyer of Worlds
Friday, February 24, 2023
West Side Warriors - a Savage Worlds game for 3-12 players and a GM
New York is a wasteland by night. Vicious gangs run rampant, stealing, vandalising and using unrestrained threatening choreography on each other and any poor bugger who wanders into theater.
The players take the part of members of the mostly unknown gang The Warriors, after gang delegates (the players) have attended a meeting of gangs in The Bronx.
The object is to get back to Coney Island with everyone as undamaged as possible. Unfortunately, unbekownst by The Warriors, they have been framed for the killing of Mr Big, an important member of NY's most powerful gang The Riffs.
The Riffs have put a bounty on The Warriors!
Every gang in NY is looking for The Warriors, and the road back to Coney Island will be a difficult one.
Navigating NYC
The Warriors move across NY using a map broken into zones. Crossing zones takes cinematic amounts of time decided by the GM, but at least one gang must be overcome in every case in order to enter a zone. Gangs can be confronted and overcome by combat, or The Warriors may attempt Stealthy Passage, avoiding contact by EITHER a series of standard group stealth rolls (in which the least stealthy PC determines the outcome) or by Stealth Choreography, which consists of a series of group performance rolls (using the least able performer's skill). Success in either will grant a conflict-free passage into and out of the zone. Choreographed Stealth can also grant bennies.
Confrontation
When confronted by another gang, initiative is determined, and the winner gets to choose the mode of combat:
- Ultra violence - a vicious no-holds-barred brawl using whatever weapons come to hand (no guns, no-one can afford them). PCs may use a single skill to elaborate on their combat technique, using athletics in conjunction with a descriptive narration, or taunt (with a suitably humiliating descriptive narration) to put opponents on the "back foot" until their next turn. Winners incerease their gang reputation (which affects combat bonuses and penalties) losers lose reputation (as well as getting sliced up a treat). Losing reduces the Warriors's reputation and blocks their way forward on the map, forcing the choice of a new route or a re-match.
- Choreography - a vicious no-holds-barred dance-off that wll grant the winning gang bennies. (Bennies are used for re-rolls and avoiding damage). Losers slink off or faint away with shame.
Whoever has Gang Initiative decides the nature of the battle - either Choreography or Ultra-Violence. Th GM plays the NPC gang.
Choreography battles are "Dramatic Challenges" of a random number of rounds with fixed initiative. Whoever wins determines the performance troupe size AND dance formation, which must be matched by the opposing gang as best possible. Non-performers sit out and watch. The gang that wins the most rounds of performance wins the choreography battle. If that is The Warriors, they continue on their way and each PC gets a benny.
How it works:
- The GM rolls for the challenge length, and determines the NPC Performance "target number" to be beaten by The Warriors' performance.
- The Warriors' leader makes the group Perform roll using their Perfom skill
- The leader may elaborate their performance with a skill roll for +1, or +2 for a raise.
- Each member of the performing troupe within 5 inches of the leader rolls their own Perform and adds +1 to the leader's roll for a success or +2 for a raise.
- Each member of the performing troupe within 5 inches of the leader MUST then use the same elaboration as the leader, granting an additional +1 or +2 for a raise.
- An un-bennied failure of the elaboration OR the performance roll of a trouper removes them and any bonuses they may have contributed from the performance AND can run the risk of tripping other adjacent performers of their troupe, forcing an immediate athletics check to recover or be removed from the troupe along with any bonuses the tripped PC may have contributed to the performance roll.
- The losing team must remove one performer from the stage for the next round due to twisted ankles, hamstring problems or histrionic meltdowns.
Most number of wins after the challenge ends determines victory. Winner sends the other gang skulking away and if the PCs are the winners, each member of The Warriors who performed (including those who were eliminated during the performance) gets a benny, and the Warriors may progress on the map as they wish. Draws are determined by single combat Perform challenges Leader to Leader. At this point player might announce that they are opting for a vocal performance, and could describe the nature of this song and what it is attempting to achieve. Extra bennies or other bonuses might be granted for a clever enough use of this tactic.
Any member of The Warriors may contest the leadership if they feel agrieved. This can be settled amicably, by a gang vote or by the above combat methods, PC on PC. Players might be wise to avoid Ultra-Violence challenges for the good of the gang, but the choice is theirs.
This is a musical. No-one dies.
Characters who take enough damage to kill them faint instead. The wound penalties do accrue though.
Players may at any time "chew the scenery" by announcing they are going to sing. They must say what the theme of their song will be, and what they are hoping to attain by singing it. Examples might be attempts to gain sympathy for imagined (or real) wrongs by other gang members, pleas to reconsider decisions already made and so forth. The other players may take the performance to heart or with a pinch of salt, but a simple success will grant a benny if the technique is not over-used.
Bennies are a feature of the Savage Worlds game system. They enable players to re-roll bad dice results, to soak away damage as though it never happened and to change features of the encounter in minor but possibly important ways.
This scenario uses three different colors of benny.
- White Bennies are used as described above
- Red Bennies are used either as White Bennies or to add 1D6 to any single roll. Using one grants the GM a benny
- Blue Bennies work like Red Bennies but do not grant the GM a draw
- In-game benny draws are done blind, for a random color
Friday, January 4, 2019
More New Purchases
I obtained a number of old school games made by Parker Brothers and Waddingtons recently.
These games were designed by masters of the form, usually complex enough to hold the attention of an adult while being easy enough to play to allow for children to join in (or possibly the adults post Christmas Dinner c/w copious quantities of alcohol). Waddingtons' Formula One was a purchase that was voted a damn good waste of time at my local friendly game store three months ago, and I just picked up copies of Waddingtons' Blast Off, a Space Race game I had played in the early 1970s which was in excellent condition, and Parker Brothers' Masterpiece which is an art collector game where the object is to collect works of art that are highly prized while dumping your acquired forgeries on the other players. Each artwork card is a reproduction of an actual painting, and gets assigned a random value known only to the owner as it is drawn. A very clever mechanic and a game I've wanted to play since I was an older kid. Never knew anyone who had it though.
I also picked up a copy of Waddingtons' Spy Ring, which I had played at university in the mid-1970s but it turns out there are two different iterations of the game. The one I had played was the original. The one I bought turned out to have a different game-play and objective while using many of the same pieces. Sadly, the one I want to play is the other one. Oh well.
Can't wait to get a crowd together for some old-school gaming.
Thursday, December 27, 2018
New Purchases
More new purchases, courtesy of eBay.
I've long been wanting to get a look at the Avalon Hill old chestnut Outdoor Survival, pretty much since it was suggested as a resource in the last few pages of Wilderness Adventures, the third booklet that came in the box that held the original version of Dungeons and Dragons. Gary Gygax suggested using the Outdoor Survival map board as a campaign map for D&D, retasking the various features on the board as castles, baronies etc.
When the chance came to buy the game I jumped at it, and scored a copy that by the looks of it had never been played. I, of course, plan to ruin the collectibility of the thing by punching the counters from the sheet and actually playing the game. It looks to be an odd beast, where the players are actually playing however many simultaneous games but not actually doing much in the way of co-operating. The conceit is that players are lost in the Great American Outdoors and must survive and navigate their way to safety. To simulate being lost in confusing territory while at the same time having a bird's eye view of the whole terrain, the players do not have complete freedom of movement, but must move in straight lines largely in accordance with instructions randomly determined according to how dilapidated the player characters are. If a counter crosses a trail, the player may decide to follow it instead of beating through the bush, but that's about all the discretionary movement one is allowed if my cursory reading of the rules is right.
The different counters show the same characters in steadily decreasing state of health, from striding along confidently to staggering and even crawling desperately. It is all very amusing, in a life-or-death way.
The game came with an actual wilderness survival booklet too, the game having aspirations to be a teaching tool as well as a good way to kill a couple of hours on a rainy day.
Looks like fun.
Wednesday, October 24, 2018
Own Goal
I recently picked up used copies of Panzerblitz and Panzer Leader, two games from Avalon Hill's golden age of bookcase games, which I somehow managed not to buy despite promising every time I saw them that I would.
For those not in the know, these games "simulate" armoured conflicts in WWII, Panzerblitz between Germany and Soviet Russia and Panzer Leader between the German and Allied armies post D-Day. In their time there were expansions available (if you could find them) that could shift either game into new theaters of war. They remain quite popular with enthusiasts to this day, even though neither game has been available outside of a collector's market since the late 80s.
Picturing battles to come with opponents I am determined to scare up, I decided to pen my own version of The Panzerlied - the German song of the tankmen as heard in the movie The Battle of the Bulge. Since I don't speak German, and the point was to needle my putative opponent (assuming I get to play Germany) the lyrics were of necessity in English and inflammatory in nature.
If we see an enemy tank we shoot it to bits!
If we see an enemy truck we shoot it to bits!
And if we see a tank hunter we shoot and shoot until it's blown to bits!
If we see an enemy jeep we shoot it to bits!
The enemy hides in camouflage which we shoot to bits!
The enemy hides in houses which we then shoot to bits!
The enemy hides in trenches which we squish and then we shoot them to bits!
The enemy hides in bunkers which we shoot to bits!
The enemy arrives in landing craft which we shoot to bits!
The enemy arrives in gliders which we then shoot to bits!
The enemy arrives at airfields which we overrun and then we shoot to bits!
The enemy arrives in halftracks which we shoot to bits!
Only thing is, since writing it I can't stop it running round and round in my head. It seems I have written an earworm.
So that worked.