Curtis Baxter

Game: Vampire: The Masquerade (first edition – White Wolf, 1991)

My Experience: Oh, dear gods. I was introduced to VtM in late 1992 or early 1993. My first actual play experience was the LARP at RiverCon ’93 at the Holiday Inn Hurstborne. At the same con’s LARP the next year, I met most of the core of what would become the Louisville Gaming Mafia, and we’ve been in and out of each other’s lives ever since. I also was a contributing writer on a number of VtM projects back in the day.


Curtis Baxter, Anarch Vigilante

Continue reading →

Agent Svallin

Game: Spycraft (Alderac Entertainment Group, 2002)

My Experience: Spycraft’s first edition was one of the first d20/OGL games to really break the D&D mold. Tracker7 and I went to the Rusty Scabbard in Lexington for no particular reason. He picked up a copy and we went over to Backyard Burgers on Waller Ave to grab lunch. By the time we’d finished, I’d decided to buy a copy, too. I went on to run my Defense Research Agency campaign (source material previously posted under the Spycraft tag), then joined the design team for almost all of the first edition’s run, as well as Stargate SG-1‘s licensed releases. Tracker7 subsequently ran a cops game under the second edition rules, and I was heavily into the Living Spycraft organized play space whenever I could get out to Archon.


Isak Eriksen (code name Svallin), Watcher on the Baltic

Continue reading →

Gervais Fournier

Game: 7th Sea (Alderac Entertainment Group, 2000 [second printing])

My Experience: I’ve run this one for a couple of one-shots, played in a couple of convention games, and was a regular in Tracker7’s campaign back in the early 2000s. It remains one of my go-to settings for ahistorical Renaissance swashbuckling, intrigue, and general.


Gervais Fournier, Reluctant Porte Sorcerer

Continue reading →

Minor Site Template Update

I realized not all of my post tags were showing in the tag cloud, so I replaced the default WordPress widget with a free custom one. Hopefully, this will show all the tags, even the ones I’ve only used once or twice. It’s a bit more colorful, too – my apologies if it looks like ass to my readers with restricted color perception.

Let me know if y’all can’t see anything, or if what you can see is blatantly unreadable.

Convor

Game: The Star Wars Roleplaying Game (Second Edition, Revised and Expanded) (West End Games, 1996)

My Experience: Back in the early 2000s, I was fortunate enough to play in the last year or so of Tracker7’s decade-long Far Orbit campaign. I’ve also played and run the FFG edition of the game a time or two.


Anastasia “Convor” Glaux, Reconnaissance Starfighter Pilot

Continue reading →

Kabu

Game: Teenage Mutant Ninja Turtles & Other Strangeness (Palladium Books, 1985)

My Experience: This was the first true RPG I played, back around 1986ish (I may be shaving hairs with this versus Toon, but the precise details have been memory-holed).


Kabu, California Coyote Ninja Avenger

Continue reading →

Challenge Accepted

There I was, minding my own business, when a random Redditor on /r/rpg/ made me aware of the Character Creation Challenge. The TL;DR is that it’s a gamer take on the “New Year, New You” bullshit, wherein one creates and posts a new player character for every day of January.

Those of you who’ve known me for a while can probably see where this is going.

While I have maintained that level of output for a single system before (typically prepping pre-gens for convention LARPs), I think that for my first time out of the gate with this challenge, I’m going for a little more variance. Here are my self-imposed rules, which I reserve the right to violate at any time:

  • I’ll only create characters for games which I’ve run, played (play-by-post counts), playtested during development, or contributed to. Generally speaking, I’ll try to match editions, and will give preference to earlier editions, but I may need to bend this if I can’t otherwise comply with the next rule.
  • I must own a physical copy of the core rulebook.
  • I will use only material from the core book.
  • No recycling characters I’ve played (though I may recycle pre-gens I’ve written for other people if they sufficiently amuse me).
  • I’ll build each character according to rules as written. If random elements are mandatory, I’ll roll those out as written. If random elements are optional, I’ll use them to the greatest extent that makes sense.
  • Each day will feature a new game (except for one short series of deliberately-planned violations at the end of the month).

Let’s see what happens.

Misery Flies a White Banner

Originally posted to the CGL Battletech forum as a fanfic story seed.

Michi Noketsuna was the first to give voice to the truth.  Warlord Grieg Samsonov and Coordinator Takashi Kurita had betrayed the Dragon’s most loyal servant.  True, the life of each samurai belongs to his lord – but this was dishonor beyond the bounds of the Dictum Honorium.  The Ryuken had proven that honor was in right thought and right action, not merely right appearances, and this was their reward?  It was unconscionable.  A samurai from their ranks who sank to such treachery would be fortunate if death were his reward.

Michi Noketsuna was the first to repudiate the covenant that his lord had broken.  Free of his oaths to House Kurita, he pledged his loyalty to the man who had forged the Dragon Sword.  Where he led, those who remained followed.  And if their new master could only cleanse his own honor in death, they would follow there as well.

A single wakizashi was now poised to spill the blood of every surviving samurai of the Ryuken.  Michi Noketsuna had found the one point of leverage that could forestall his mentor’s seppuku: responsibility.  Unable to condemn loyal men and women to death under the weight of his own karma, Minobu Tetsuhara reluctantly declared himself ronin.

Under a white banner, the Ryuken boarded white ships and lifted from a white world.

Arise, Lazarus (15-17 October 2000)

On the morning of 15 October, the team breaks camp and crosses the Warta over Betsy’s newly-repaired bridge. There are a few scrapes and shudders, but all three vehicles pass without incident. The convoy shakes out into its usual order of march and rolls southwest toward Czestochowa.

The sun is climbing toward what passes for noon in autumn when the point vehicle’s crew spots a village coming up on the side of the road. It’s apparently abandoned. Stopping a few hundred meters out, the lookouts glass the area. The graveyard has a number of fresh graves. A brief conference reveals no particular inclination to stop and check it out. The team goes overland to skirt the deserted community, picking up the crumbling road again on the other side.

Midafternoon brings another noteworthy sight, this one of greater interest. As the team is approaching an intersection, Erick and Betsy sight two armored vehicles a few hundred meters back along the side road, half-hidden in a copse of trees. The team halts, reverses to break line of sight, and dismounts. Pettimore, Ellis, Erick, and Betsy creep in for a close recon.

As is so often the case in the Poland of 2000, the vegetation tells the story. Although brown and withered with frost, it’s had a couple of years to overgrow the vehicles. The team IDs them as British: an FV434 armored recovery vehicle towing an FV432 APC. The APC bears the marks of an RPG hit to the engine compartment and a subsequent fuel fire. The ARV is halted where it hit an antitank mine.

“Freeze,” Pettimore hisses. “Nobody sets out just one mine.”

Continue reading →

Downtime (11-14 Oct 2000)

The team encamps on the north bank of the Warta. Betsy takes charge of the bridge repair efforts. It’s a case of “must have the tools to make the tools” – she and the team’s other technical specialists need to repair the abandoned heavy equipment at the job site before they can get much work done. Worse, all of the machinery has been sitting inactive since ’97 – which means the engines are still set up to run on diesel, so the mechanics also need to convert them to alcohol fuel.

Those not directly involved in repairs find other things to do – hunting and foraging to reduce the net rate of food consumption, brewing fuel to keep the construction equipment going, and, of course, maintaining security while the team is immobile. It’s a few days of hard work for all hands, with much cursing and a good number of minor injuries for Erick and Octavia to tend. But when the reconstruction crew breaks for lunch on October 14, Betsy declares herself satisfied with the bridge’s stability.

The team decides to remain encamped overnight, building their fuel reserves and doing a little more hunting and foraging. As the morning of October 15 dawns clear and crisp, they break camp and, with Betsy ground-guiding each vehicle in turn, cross the Warta.


Bridge repair was an extended Tech roll for Betsy, predicated on the team repairing the abandoned crane. Each roll took one shift and restored one ton of load rating to the bridge deck. On a pushed roll, each 1 reduced the crane’s Reliability by 1, raising the possibility of breaking it and needing to take extra repair time. Industrial Light and Mayhem is the team’s heaviest vehicle, an 8×8 MAN KAT1 that weighs in around 10 tons unladen, and between 15 and 18 tons with its current load. Betsy accumulated 16 successes, which was enough – with some careful driving.