Now, as a follow-up to the last post, we get into 2x 35 packs of army men.
Pros: Models are much more detailed, and larger if you want a slightly bigger scale. Includes some specialty gear like minesweepers, flamethrowers, and mortars
Cons: Models are way bigger than the scale of most gaming terrain and anything else, and completely random. Where the 50 packs came with a squad of fireteams in each, this is just a grab bag. Maybe usable for decoration, or if you buy a vast quantity to hopefully random-chance your way to something resembling a distribution of units with which to assemble a team.
I had really high hopes for these, but they were dashed by the reality of opening the bags and actually getting a good look at the contents. There isn't enough consistency to get them for minis, whether for wargaming or as tokens for a tabletop game on the cheap. Also, they're way larger than most gaming minis and terrain so you can't mix them in with other stuff.
Verdict: Not recommended
Up next in part 3, we look at assorted creatures and dinosaurs, and then in part 4 we get to the point of all this!
Showing posts with label Hobbies. Show all posts
Showing posts with label Hobbies. Show all posts
Wednesday, May 8, 2019
Friday, April 26, 2019
Budget wargaming: dollar store edition pt1
As a lead up to an upcoming gaming convention several months ago, I went to the local dollar store for some figure for running some improv RPGs. Among them, I got 2x 50 packs of army men 25 per side per bag. I wasn't interested in the unbagging, but I was very interested in the unit counts.
Cost: $2 plus tax (two packs of 50)
I was surprised by how fairly uniform they were. 3 of each unit type, roughly.
12 riflemen (3 prone, 3 crouch, 6 standing)
3 pointing men with rifle (NCO?)
3 radiomen
3 shotgunners
3 bazooka troops
With 3 riflemen and an NCO, you get a fairly usable squad with 3 fireteams. The rocket troops and shotgunners don't fit anywhere, and either serve as their own squads with no NCO, or the fireteams get buffed up to 6 man teams, with one shotgun trooper and rocketeer each.
One of the tan armies is short one NCO, but all the others are full strength with one bonus unit, to make 25. Get a couple bags and extras will likely offset the occasional miss, riflemen seem to be the most common extras (which statistically makes sense).
Quality: Models are a bit unsteady, but partly my little not-very-stable personal table I'm using is to blame. The quality of the modeling is meh, but it's sufficient to tell who's what, which is enough. For $1, you really can't complain. The degree of completeness and unit distribution is far beyond what I was expecting for the price.
Playability: With a $1 tape measure/measuring tape or just a straight dowel for Line of Sight, $1 for half a dozen dice and a D6 tactics system, or possibly a coin flip system (in most tactics systems, a basic troop winds up with about 50/50 odds), or even no dicerolling at all to enforce tactics and maneuvering, you wind up with a remarkably playable small unit setup.
Cobbling together a WH40k style system and unit cards works well, can fit your entire army's statblocks on a single notecard. Savage Worlds has the roots of a functional tactics game that was made with/in it, but they never really finished it out properly, and it requires the hard-to-dollar-store D&D dice.
Up next, I bust out the premium $1 army men, which are 35 of a single color to a pack.
Cost: $2 plus tax (two packs of 50)
I was surprised by how fairly uniform they were. 3 of each unit type, roughly.
12 riflemen (3 prone, 3 crouch, 6 standing)
3 pointing men with rifle (NCO?)
3 radiomen
3 shotgunners
3 bazooka troops
![]() |
Image courtesy of google image search, from an ARMA forum |
One of the tan armies is short one NCO, but all the others are full strength with one bonus unit, to make 25. Get a couple bags and extras will likely offset the occasional miss, riflemen seem to be the most common extras (which statistically makes sense).
Quality: Models are a bit unsteady, but partly my little not-very-stable personal table I'm using is to blame. The quality of the modeling is meh, but it's sufficient to tell who's what, which is enough. For $1, you really can't complain. The degree of completeness and unit distribution is far beyond what I was expecting for the price.
Playability: With a $1 tape measure/measuring tape or just a straight dowel for Line of Sight, $1 for half a dozen dice and a D6 tactics system, or possibly a coin flip system (in most tactics systems, a basic troop winds up with about 50/50 odds), or even no dicerolling at all to enforce tactics and maneuvering, you wind up with a remarkably playable small unit setup.
Cobbling together a WH40k style system and unit cards works well, can fit your entire army's statblocks on a single notecard. Savage Worlds has the roots of a functional tactics game that was made with/in it, but they never really finished it out properly, and it requires the hard-to-dollar-store D&D dice.
Up next, I bust out the premium $1 army men, which are 35 of a single color to a pack.
Thursday, April 25, 2019
Training Thursday: Share the pain
Took both my hubby and my housemate to Krav Maga with me. Both greatly enjoyed the training. Neither was in shape enough for the unusually heavy cardio class we got. They're both going to complain at me tomorrow, I suspect. On that note, I've been taking Krav Maga courses for about 4 months now, after a lifetime of taekwondo (reached halfway between first and second degree blackbelt). Different goals, but I felt like I learned more practical, applicable defensive stuff in the two trial courses than I did in all of my TKD. Of course, I'm picking it up incredibly fast, because just like even historical fencing wasn't really applicable to a real fight, it made you BETTER in the real fight.
Also tried out an imitation chik-fil-a chicken recipe for people who don't want to help them pay for anti LGBT shit (which boils down to "Brine it and use seasonings, dumbass") and it turned out quite good. Soak it in pickle brine for a couple hours, add some seasonings, dunk in flour and then egg and whatever. Just google it, you'll find a bunch of recipes.
Also tried out an imitation chik-fil-a chicken recipe for people who don't want to help them pay for anti LGBT shit (which boils down to "Brine it and use seasonings, dumbass") and it turned out quite good. Soak it in pickle brine for a couple hours, add some seasonings, dunk in flour and then egg and whatever. Just google it, you'll find a bunch of recipes.
Wednesday, March 29, 2017
Savage Worlds: Ascended Miniatures Tactics
As I've delved into Savage Worlds and the benefits and issues therein, while simultaneously reading more on Warhammer 40k rules, it has solidified an inkling I had.
Savage Worlds developed in part as a miniatures tactics ruleset almost exactly like WH40k.
Where GURPS began as an exceptionally in-depth combat system that grew into an incredibly comprehensive, simulationist tabletop RPG, Savage Worlds seems to have gone the other direction, starting as a Fast Dice system with minimal bookkeeping to track character's vital details and adding options for elevating a simple tactics character to Roleplaying Character status. While I know the system evolved in part from previous games made by Pinnacle that work similarly, the incredible lack of alteration required to use Savage Worlds as a minis combat system is unlikely to be accidental.
In both WH40k and SW, typical characters (Extras in SW parlance) have 1 wound before being removed.
Most Named Characters (Wildcards in SW) have 3 wounds.
Both systems mitigate low "hit points" with a roll to wound based on the unit's toughness.
Both systems use a flat "to hit" roll based on skill for ranged attacks vs a fixed target modified by cover. Both systems utilize a simple comparison of melee skill to determine who can hit what in melee. Both systems effectively lock you into melee until one side retreats, AND consider pistols as a melee weapon in close combat. (WH40k locks you in combat, and a side failing the Leadership test to continue fighting is hunted and destroyed as they try to flee. SW grants the party not retreating a free bonus attack on retreating enemies).
Both follow the roll to hit, then to wound. Savage Worlds differs by adding a sub-wound level of Shaken that stuns a character if the to wound roll is only barely successful. WH40k has an extra roll for armor save, this is rolled into the To Wound in SW
Both systems permit a 6" move action and a single action on a turn. That run action is handled via a d6 roll for extra distance in both, barring special rules to increase die size. In WH40k, there's an alternative option to charge into melee which usually grants first-round bonuses for the fight, while SW permits you to run but incurs a -2 multi-action penalty to any further actions.
Both have morale/leadership rules to resist the urge to abandon the fight upon taking set numbers of casualties.
Both systems assign ranged weapon's reach based on kinematics (modified by accuracy or effective range, if relevant), rather than actual projectile reach. In WH40k, pistols and shotguns get 12" reach, rifles get 24", stuff like LMGs get 36". In SW, pistols and shotguns (non sawn off) get 12", rifles get 24", and LMGs get 30". In WH40k that's all the range you get, in SW you get two additional range bands (doubling each time) with a -2 and -4 range penalty.
Both systems modify odds similarly. WH40k uses differing success numbers on a d6 (2+, 3+, 4+, etc. 1 always fails), savage worlds instead keeps the target number (mostly) the same and uses progressively larger die type (d4, d6, d8, d10, d12).
Savage Worlds developed in part as a miniatures tactics ruleset almost exactly like WH40k.
Where GURPS began as an exceptionally in-depth combat system that grew into an incredibly comprehensive, simulationist tabletop RPG, Savage Worlds seems to have gone the other direction, starting as a Fast Dice system with minimal bookkeeping to track character's vital details and adding options for elevating a simple tactics character to Roleplaying Character status. While I know the system evolved in part from previous games made by Pinnacle that work similarly, the incredible lack of alteration required to use Savage Worlds as a minis combat system is unlikely to be accidental.
In both WH40k and SW, typical characters (Extras in SW parlance) have 1 wound before being removed.
Most Named Characters (Wildcards in SW) have 3 wounds.
Both systems mitigate low "hit points" with a roll to wound based on the unit's toughness.
Both systems use a flat "to hit" roll based on skill for ranged attacks vs a fixed target modified by cover. Both systems utilize a simple comparison of melee skill to determine who can hit what in melee. Both systems effectively lock you into melee until one side retreats, AND consider pistols as a melee weapon in close combat. (WH40k locks you in combat, and a side failing the Leadership test to continue fighting is hunted and destroyed as they try to flee. SW grants the party not retreating a free bonus attack on retreating enemies).
Both follow the roll to hit, then to wound. Savage Worlds differs by adding a sub-wound level of Shaken that stuns a character if the to wound roll is only barely successful. WH40k has an extra roll for armor save, this is rolled into the To Wound in SW
Both systems permit a 6" move action and a single action on a turn. That run action is handled via a d6 roll for extra distance in both, barring special rules to increase die size. In WH40k, there's an alternative option to charge into melee which usually grants first-round bonuses for the fight, while SW permits you to run but incurs a -2 multi-action penalty to any further actions.
Both have morale/leadership rules to resist the urge to abandon the fight upon taking set numbers of casualties.
Both systems assign ranged weapon's reach based on kinematics (modified by accuracy or effective range, if relevant), rather than actual projectile reach. In WH40k, pistols and shotguns get 12" reach, rifles get 24", stuff like LMGs get 36". In SW, pistols and shotguns (non sawn off) get 12", rifles get 24", and LMGs get 30". In WH40k that's all the range you get, in SW you get two additional range bands (doubling each time) with a -2 and -4 range penalty.
Both systems modify odds similarly. WH40k uses differing success numbers on a d6 (2+, 3+, 4+, etc. 1 always fails), savage worlds instead keeps the target number (mostly) the same and uses progressively larger die type (d4, d6, d8, d10, d12).
Tuesday, March 7, 2017
Tech Tuesday: VR Accessories
Something came across my Facebook feed that reminded me of all the VR accessories that came and went way ahead of their time (Lookin' at you, Novint, with your sweet haptic feedback sleeves) and are now becoming Actually Relevant.
The Hardlight VR suit. In GURPS UltraTech, this is a Basic VR suit. The current gloves/controllers and mask setup that's popular is Glove VR.
http://www.hardlightvr.com/ Adds torso tracking, and a bit of vibratory haptic feedback to let you know what's happening beyond things that touch your hands.
https://www.kickstarter.com/projects/morgansinko/hardlight-vr-suit-dont-just-play-the-game-feel-it and of course the inevitable kickstarter.
Combined with the Virtuix Omni 360 treadmill (It's actually a person-sized touchpad with slippy shoes, essentially, rather than an actual treadmill), you're pretty well set for VR adventures.
That set me searching.
The Axon VR suit. Full VR, it provides haptic feedback and even resistance to motion if there's a virtual object in the way.
Meanwhile, the future continues to arrive with the Multimedia Wall. Sorry, the LG OLED Wallpaper TV. For providing the external view without being large enough to be in the way and get smacked while you're off in a digital world.
The Hardlight VR suit. In GURPS UltraTech, this is a Basic VR suit. The current gloves/controllers and mask setup that's popular is Glove VR.
http://www.hardlightvr.com/ Adds torso tracking, and a bit of vibratory haptic feedback to let you know what's happening beyond things that touch your hands.
https://www.kickstarter.com/projects/morgansinko/hardlight-vr-suit-dont-just-play-the-game-feel-it and of course the inevitable kickstarter.
That set me searching.
Meanwhile, the future continues to arrive with the Multimedia Wall. Sorry, the LG OLED Wallpaper TV. For providing the external view without being large enough to be in the way and get smacked while you're off in a digital world.
Monday, February 6, 2017
Crisis of faith
I've got a bunch of stuff to say on The Trumpening, Hillary's loss, assorted protests, and a great many other things. I just need to feel the desire to pound the keyboard into something resembling a post.
This, however is not that post.
This post is about GURPS (4e?), and Savage Worlds.
Specifically, I'm a big fan of generic systems. I'm also a fan of both systems that are fast and fun while offering depth, and systems that have the near infinite gritty crunch. This is GURPS appeal, in some ways it's actually a pretty simple system (when in doubt, roll 3d6 unless damage says otherwise), but it's got layers and layers of complexity to use or ignore as desired.
But it's still horrifyingly complex to the average player, and has a few things that could be tightened up, as I outlined a few of here.
Savage worlds fixes some of them, and maintains others at about the same level of broken. The weapon tables are balanced weird and a couple environmental hazards are wonky, but I've tried to run a game using Ultra-Tech, so...
Plus, the possibility of themed decks and dice and things, plus the freeform tabletop tactics nature of the system (similar to things like WH40k, made particularly apparent by how easily the system converts into a Miniatures Tactics game!) all have a certain allure.
I'm being tempted away from GURPS.
I'll still use it, probably. But GURPS 4e has been my go-to Favorite System for a while. And now it has competition. Some of it can be houseruled to bring up to ways I like doing things more. Some things require a pretty substantial mechanics change.
I can explain Savage Worlds to a potential player in 10ish minutes, start to stop. I can do similar with GURPS 4e. Except Savage Worlds doesn't cause them to run screaming away when they look at the actual rules.
If they ever make a GURPS 5e, I've no doubt it will bring me crawling back. But for now, it looks like I'm multiclassing with my systems.
This, however is not that post.
This post is about GURPS (4e?), and Savage Worlds.
Specifically, I'm a big fan of generic systems. I'm also a fan of both systems that are fast and fun while offering depth, and systems that have the near infinite gritty crunch. This is GURPS appeal, in some ways it's actually a pretty simple system (when in doubt, roll 3d6 unless damage says otherwise), but it's got layers and layers of complexity to use or ignore as desired.
But it's still horrifyingly complex to the average player, and has a few things that could be tightened up, as I outlined a few of here.
Savage worlds fixes some of them, and maintains others at about the same level of broken. The weapon tables are balanced weird and a couple environmental hazards are wonky, but I've tried to run a game using Ultra-Tech, so...
Plus, the possibility of themed decks and dice and things, plus the freeform tabletop tactics nature of the system (similar to things like WH40k, made particularly apparent by how easily the system converts into a Miniatures Tactics game!) all have a certain allure.
I'm being tempted away from GURPS.
I'll still use it, probably. But GURPS 4e has been my go-to Favorite System for a while. And now it has competition. Some of it can be houseruled to bring up to ways I like doing things more. Some things require a pretty substantial mechanics change.
I can explain Savage Worlds to a potential player in 10ish minutes, start to stop. I can do similar with GURPS 4e. Except Savage Worlds doesn't cause them to run screaming away when they look at the actual rules.
If they ever make a GURPS 5e, I've no doubt it will bring me crawling back. But for now, it looks like I'm multiclassing with my systems.
Friday, December 30, 2016
Savage Worlds Deluxe: Explorers Edition First Impressions
I've long had a fondness for generic systems for as long as I've known of their existence. GURPS 3eRevised was my first, and then on to 4e. I've heard about Savage Worlds on and off, but never done anything, so I looked into a Test Drive demo-lite edition and was mostly impressed. I received the full deluxe explorer's edition for Christmas, and have been eagerly reading it. I figured it'd be nice to have something a bit less terrifying to new players than GURPS to run with.
First Impressions: It's fast and simple, and pretty cinematic. It is well suited to the task I envisioned for it, using it as a sub-system for my game's Ultra-Tech characters to jump in and represent the VR games they'll play on occasion for some variety from being space dickheads across the milkdromeda galaxy. It's quick and easy enough that I can let other people jump in as GM if I want to get in on the action (as one of their many crewmates).
Basics of the system are d4 through d12 for human stats, almost all things have a target number of 4+ to succeed. Every 4+ gets you a raise. d4 is below average, d6 is average, d12+ is ridiculously good.
D4 gives 25% chance of success, failing on 1-3, succeeding on 4 before modifiers
D6 gives 50% chance of success, failing on 1-3, succeeding on 4-6 before modifiers
D8 gives 63% chance of success, failing on 1-3, succeeding on 4-8 before modifiers
D10 gives 70% chance of success, failing on 1-3, succeeding on 4-10 before mods
D12 gives 75% chance of success, failing on 1-3, succeeding on 4-12 before mods
Beyond this you get a flat bonus of +1 through +15 depending on how ludicrous the stat is (Dragons and tanks get pretty beefy, for example).
Opposed rolls are direct, your stat vs the opponent's, whoever gets highest wins. Important Characters (known as Wildcards) get a free d6 roll on all stat checks, because They're Important.
Fighting doesn't have an opposed roll, instead you go vs. a Target Number (TN) of 2+half of their fighting skill. Fighting, unless using special rules that require more specialization by type, covers ALL melee, though there are penalties for unfamiliarity. Shields, cover, and maneuvers can modify this TN. Everyone gets a free shot at you if you try to leave melee, with no rules for breaking off safely. Having trained, this isn't quite accurate (D&D does it better, letting you take your 5 foot step out of reach and then running)
Shooting is just vs. a TN of 4, modified by cover. Some edges for being dodgy can give enemies a penalty to enemy rolls against you, but there's nothing you can actively do against a ranged attack on a successful roll, no agility bonus or anything. You want to keep your bits unshot, you keep behind cover. This is kind of similar to GURPS 4e Harsh Realism rules for guns, in that you can take no active defense against them outside of special circumstances. Still, it drives home the benefits of good armor and better cover, and keeps things moving. Much like GURPS, shooting more than a single round per turn tends to assume you miss a lot.
Damage is weird but minimizes bookkeeping. If you hit but don't get a raise on your damage (targeting their toughness+armor), the target is Shaken, and can't do anything until they manage to get their wits about them again. If you can hit someone for two Shaken results before they shrug it off, it turns into a wound or a fatigue level. Beating their toughness with a raise gives a wound. Anything that fails to shake/wound, is just lost. You connected but were deflected, managed to glance off armor, or whatever.
There's a lot of nice rules for handling chases of all sorts, Dramatic Situations (hacking, disarming bombs, etc), and even pretty quick-and-accessible rules for mass combat. There's something I've tried before that usually works decently for allies, where they're given to the players to keep them engaged (particularly if someone's character isn't present, or has been disabled).
Now, the downsides:
First off, the biggest disappointment is equipment. I know I'm jaded by the glory that is GURPS High-Tech 4e, but still. Deadlands, the precursor system to Savage Worlds, had REALLY GOOD weapon tables. Savage Worlds simplifies everything too much for my tastes. Basic Pistol is still 2d6, but it doesn't scale with actual power. A large man with a big sword (greatsword+d10 strength die) does 2d10, as does a flamethrower/firebreath, as does a goddamn .50 BMG. One of these things shouldn't be in the same neighborhood of damage as the others, even with the decent stack of Armor Piercing. Similarly wrong, .308 is given the same damage/range as 5.56 with just a hint more AP. On one hand, I know why: Melee brawls are cinematic and cool, and not having guns as brokenly overpowered as they actually are keeps close combat relevant. Still, guns are statted simply enough that it wouldn't be hard to whip up a "realism" table.
Next is some environmental stuff; Hunger and Thirst can both kill in a day if you have shitty luck with rolls. This is moderately OK with water, but pretty much inexcusable with hunger.
Final disappointment is the apparent power level. IRL I'm above average across the board because I farm character points like a tryhard. The average character is assumed to be trained-but-green. I'm not sure if I'd qualify for anything beyond Seasoned rank (the first rank above Novice, where characters start), but I can just barely approximate myself in my current out-of-shape-and-practice condition without further EXP. I'm not sure if this is a measure of them making some things worth way more points than they should be (Ambidexterity is a common offender: weapons-only ambidexterity isn't all that impressive, but most systems treat it as a Pretty Big Deal), me being overpowered because I train and study as a passtime, or the system being balanced weak.
At any rate; if you're interested, they have a test drive demo, and a free version modified into a Miniatures Tactical Battle game. The V6 test drive is the one I read, I'm not sure how it compares to the 2015
https://s3-us-west-2.amazonaws.com/peg-lankhmar/Test_Drive_2015.pdf
https://s3-us-west-2.amazonaws.com/peg-freebies/TD06.pdf
https://s3-us-west-2.amazonaws.com/peg-savage-worlds/Showdown.pdf
First Impressions: It's fast and simple, and pretty cinematic. It is well suited to the task I envisioned for it, using it as a sub-system for my game's Ultra-Tech characters to jump in and represent the VR games they'll play on occasion for some variety from being space dickheads across the milkdromeda galaxy. It's quick and easy enough that I can let other people jump in as GM if I want to get in on the action (as one of their many crewmates).
Basics of the system are d4 through d12 for human stats, almost all things have a target number of 4+ to succeed. Every 4+ gets you a raise. d4 is below average, d6 is average, d12+ is ridiculously good.
D4 gives 25% chance of success, failing on 1-3, succeeding on 4 before modifiers
D6 gives 50% chance of success, failing on 1-3, succeeding on 4-6 before modifiers
D8 gives 63% chance of success, failing on 1-3, succeeding on 4-8 before modifiers
D10 gives 70% chance of success, failing on 1-3, succeeding on 4-10 before mods
D12 gives 75% chance of success, failing on 1-3, succeeding on 4-12 before mods
Beyond this you get a flat bonus of +1 through +15 depending on how ludicrous the stat is (Dragons and tanks get pretty beefy, for example).
Opposed rolls are direct, your stat vs the opponent's, whoever gets highest wins. Important Characters (known as Wildcards) get a free d6 roll on all stat checks, because They're Important.
Fighting doesn't have an opposed roll, instead you go vs. a Target Number (TN) of 2+half of their fighting skill. Fighting, unless using special rules that require more specialization by type, covers ALL melee, though there are penalties for unfamiliarity. Shields, cover, and maneuvers can modify this TN. Everyone gets a free shot at you if you try to leave melee, with no rules for breaking off safely. Having trained, this isn't quite accurate (D&D does it better, letting you take your 5 foot step out of reach and then running)
Shooting is just vs. a TN of 4, modified by cover. Some edges for being dodgy can give enemies a penalty to enemy rolls against you, but there's nothing you can actively do against a ranged attack on a successful roll, no agility bonus or anything. You want to keep your bits unshot, you keep behind cover. This is kind of similar to GURPS 4e Harsh Realism rules for guns, in that you can take no active defense against them outside of special circumstances. Still, it drives home the benefits of good armor and better cover, and keeps things moving. Much like GURPS, shooting more than a single round per turn tends to assume you miss a lot.
Damage is weird but minimizes bookkeeping. If you hit but don't get a raise on your damage (targeting their toughness+armor), the target is Shaken, and can't do anything until they manage to get their wits about them again. If you can hit someone for two Shaken results before they shrug it off, it turns into a wound or a fatigue level. Beating their toughness with a raise gives a wound. Anything that fails to shake/wound, is just lost. You connected but were deflected, managed to glance off armor, or whatever.
There's a lot of nice rules for handling chases of all sorts, Dramatic Situations (hacking, disarming bombs, etc), and even pretty quick-and-accessible rules for mass combat. There's something I've tried before that usually works decently for allies, where they're given to the players to keep them engaged (particularly if someone's character isn't present, or has been disabled).
Now, the downsides:
First off, the biggest disappointment is equipment. I know I'm jaded by the glory that is GURPS High-Tech 4e, but still. Deadlands, the precursor system to Savage Worlds, had REALLY GOOD weapon tables. Savage Worlds simplifies everything too much for my tastes. Basic Pistol is still 2d6, but it doesn't scale with actual power. A large man with a big sword (greatsword+d10 strength die) does 2d10, as does a flamethrower/firebreath, as does a goddamn .50 BMG. One of these things shouldn't be in the same neighborhood of damage as the others, even with the decent stack of Armor Piercing. Similarly wrong, .308 is given the same damage/range as 5.56 with just a hint more AP. On one hand, I know why: Melee brawls are cinematic and cool, and not having guns as brokenly overpowered as they actually are keeps close combat relevant. Still, guns are statted simply enough that it wouldn't be hard to whip up a "realism" table.
Next is some environmental stuff; Hunger and Thirst can both kill in a day if you have shitty luck with rolls. This is moderately OK with water, but pretty much inexcusable with hunger.
Final disappointment is the apparent power level. IRL I'm above average across the board because I farm character points like a tryhard. The average character is assumed to be trained-but-green. I'm not sure if I'd qualify for anything beyond Seasoned rank (the first rank above Novice, where characters start), but I can just barely approximate myself in my current out-of-shape-and-practice condition without further EXP. I'm not sure if this is a measure of them making some things worth way more points than they should be (Ambidexterity is a common offender: weapons-only ambidexterity isn't all that impressive, but most systems treat it as a Pretty Big Deal), me being overpowered because I train and study as a passtime, or the system being balanced weak.
At any rate; if you're interested, they have a test drive demo, and a free version modified into a Miniatures Tactical Battle game. The V6 test drive is the one I read, I'm not sure how it compares to the 2015
https://s3-us-west-2.amazonaws.com/peg-lankhmar/Test_Drive_2015.pdf
https://s3-us-west-2.amazonaws.com/peg-freebies/TD06.pdf
https://s3-us-west-2.amazonaws.com/peg-savage-worlds/Showdown.pdf
Monday, May 23, 2016
Design things: Themed bars and restaurants
So, I've got a bunch of ideas for themed bars/restaurants knocking about I thought other people might like or have ideas for. I figure I'm probably never going to get to build them myself so I actually don't mind sharing, even if it's just as a humorous hypothetical. The first I came up with on my own, the other two owe at least some inspiration to a variety of sources including the gaming themed 42 Alehouse. (To those not local to Milwaukee, it's a bar/restaurant with walls lined with everything from the full VHS sets of various Star Treks, to all manner of gaming books, to Risk and Settlers Of Catan and everything else. The bar TVs, if there aren't sports on, feature anything from LotR to Star Wars to Wii Games played by patrons).
First up, one I've had for a while, the Legitimate Establishment. It's a 'secret' 1930s speakeasy, a brewpub with the main floor playing a super saccharine, inoffensive restaurant. Main place is something like Mom's, specializing in roasts, stews, and generally homecooked hearty meals. In the basement through one of several secret entrances is the Legitimate Establishment, with dress code (at least a tuxedo T-shirt. Failing to have at least that gets you brought to the back to get "roughed up" and receive a commemorative shirt for the occasion), member's list (On The Dole, the military/police/firefighter's discount). Probably back rooms that can be rented or reserved for private use, poker night or gaming or whatever. Jazz on the jukebox, or played live if possible. Probably some historical cocktails from the period such as can be found. Upstairs would have the "secret" brewery, with tours and classes and such. A number of such places exist, although not quite this exact setup.
Up next is the Adventure Tavern. It's themed like the tavern that every fantasy tabletop RPG starts in, with big imitation monster heads on the walls, old fashioned weapons of various sorts, and so on. TVs would be disguised as everything from magic mirrors to scry spells floating in flames. Food is sports bar fare, simple and hearty, with a rotating menu featuring foreign cuisine from "edible loot". Hawiian, Thai, African, Jamaican, the theme is food, spices, and recipes brought in by adventurers and merchants from distant locales. If there's a jukebox, it's disguised as a crazy gnomish contraption or similar. Special events include Tale Tellin', wherein you share the tales of your adventures, either solo or as a group, in a similar thing to karaoke. Gaming would of course be encouraged.
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This bottle opener tetsubo is actually the jumping off point for the Adventurer's Tavern, from trying to figure out what bar decor would make that fit in. |
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http://www.deviantart.com/art/AENiGMA-Cyberpunk-Concept-Art-594268720 |
Finally, there's the Cyberpunk themed bar. Hidden back in a basement somewhere, lots of cables on the ceiling, glowing neon all over the place. Prices might be listed in the 'currency of the future', such as Nuyen (used by the shadowrun universe and largely equivalent to dollars), or they may just be regular. I think everything in the place will be controlled via phone/tablet apps (Hacking's always a big thing in cyberpunk). Possibly one of those food conveyors, some secret back rooms for gaming for "runners". Food, I'm not sure. Possibly a super robust vegetarian menu since most cyberpunk stuff assumed in the dystopian future, everything would be soy based? The decoration is easy, figuring out extra things for it is hard because it's so close and yet so far from where we are today. Probably gaming tournaments and such?
If you've got thoughts to expand on it, or your own zany bar/restaurant you want to discuss/flesh out, comment away! I might doodle up some concept art for more realistic things for what I'd try to build.
Monday, May 18, 2015
Motor Monday: Planes have motors too
Hey look, I'm not dead! I've just been busy and a bit under the weather.
This seems a much more cost effective way for most people to get the view from inside a P-51D, even if it's not quite the same experience. Imagine what it'd be like with an Oculus/etc, though.
This seems a much more cost effective way for most people to get the view from inside a P-51D, even if it's not quite the same experience. Imagine what it'd be like with an Oculus/etc, though.
Monday, January 19, 2015
Upcoming Convention; Need Cosplay Ideas
Anime convention rolling into town again. I plan to go, and must now do the standard last minute cosplay selection and build.
Options thus far are;
Batou, from Ghost in the Shell. Went over well last year, and this year I'm waaay tankier than I was last year due to being out of shape from my surgeries. Also, people will actually recognize me because they released a new Ghost in the Shell. Galdern kids these days.
Guts, from Berserk. Specifically, the Golden Age arc, where his armor and sword are both fairly simple. Unfortunately I haven't seen the series. I'll also look very similar to Ike, from the Fire Emblem series, which is ANOTHER thing I haven't seen, unfortunately. The latter is more likely to be recognized than the former.
A MOON MARINE. Because space armor, and a high quality OC costume still generally goes over well.
I'm open to suggestions of tall, manly characters from games and animation. Alternatively, I'm not afraid to show some skin, and am willing to do ridiculous things if they strike my fancy.
Options thus far are;
Batou, from Ghost in the Shell. Went over well last year, and this year I'm waaay tankier than I was last year due to being out of shape from my surgeries. Also, people will actually recognize me because they released a new Ghost in the Shell. Galdern kids these days.
Guts, from Berserk. Specifically, the Golden Age arc, where his armor and sword are both fairly simple. Unfortunately I haven't seen the series. I'll also look very similar to Ike, from the Fire Emblem series, which is ANOTHER thing I haven't seen, unfortunately. The latter is more likely to be recognized than the former.
A MOON MARINE. Because space armor, and a high quality OC costume still generally goes over well.
I'm open to suggestions of tall, manly characters from games and animation. Alternatively, I'm not afraid to show some skin, and am willing to do ridiculous things if they strike my fancy.
Thursday, January 15, 2015
Audio Projects
So, I got a Launchpad S for my birthday, which was recently. I'm starting to figure out how to program my new instrument, I'll probably post things for you once I figure out how to actually use it. I kind of want to start doing character themes and stuff, for those who want something a bit more personal than "find some music that works".
I also have decided, after my trip to Kennedy Space Center, to do more with the Moon Marines. This includes finding voice actors and trying out at least one episode of an old fashioned Radio Drama, except as a podcast kinda thing. There will be probably serious dieselpunk space stories, with intermissions of the Misadventures of Ruck Bodgers of the 31st Century!
I also have decided, after my trip to Kennedy Space Center, to do more with the Moon Marines. This includes finding voice actors and trying out at least one episode of an old fashioned Radio Drama, except as a podcast kinda thing. There will be probably serious dieselpunk space stories, with intermissions of the Misadventures of Ruck Bodgers of the 31st Century!
Wednesday, November 12, 2014
If I win the lottery
Everyone at one point or another likes to talk about what they'd get if they were to win the lottery or otherwise fall into vast sums of cash.
I'm a simple man, with simple needs. As with most weapon enthusiasts, I have a list of things I'd like to own several pages long. And yet, I'd be hard pressed to spend more than 15k on it (full auto, while fun, doesn't really do it for me, and the most expensive guns I'd ponder are things like a .50 BMG and an Arctic Warfare).
What I would do? Aside from the obvious, of setting aside a lot into investments and such that'd continue to pay out for forever, would be research and philanthropy.
An ongoing project of mine is the development of fantastically cheap, easily produced, reliable firearms. The biggest, cheapest, simplest one is a high quality guerrilla shotgun. Another is a stamped steel .380 or 9x18 Makarov pocket pistol (possibly available in single use blisterpack guns, per Tam's common request. I've got it all worked out, right down to the gun disabling itself so it can't be reloaded after it runs empty, which is necessary to use REALLY cheap material that'll only let the gun last safely for slightly more shots than it's designed for). Blisterpack guns would only really work without background checks (and the expense attached to them) or systems where a Permit of Good Standing (carry permit, etc) allows you to bypass said checks.
Plenty of people have articulated a belief that pretty much anyone who desires to carry a firearm for self defense and is mentally fit to do so (Note: this is not a reference to bullshit mental health requirements, and instead a reference to the fact that some people somehow manage to lack the rationality and impulse control needed to interact safely with anything sharper or more dangerous than a beachball). There are a few groups I've seen that provide guns (shotguns generally) to those faced with financial hardships in bad neighborhoods. I'd pretty much set up another such one, but specifically for the purposes of concealed carry training, certification (as needed) and firearms. Wisconsin Carry provides free CCW classes, aiding with the paperwork needed for the actual permit. That said, there's still a moderately large fee for someone living paycheck to paycheck, to say nothing of the price of even a cheap pistol.
Other projects include developing a motorcycle that combines bike levels of fun with rollcage levels of safety, a needlessly complex but awesome rotating shelving unit kinda thing (Picture the one Wall-E has in his little base thing) that'd allow usable storage space to be more effectively utilized (including having the system extend down into the cooler basement, for an easily accessed but extensively sized pantry or whatever), and a compact hybrid airship because airships. I think I can pull these off without winning the lottery (aircraft are spendy, but I live cheaply), but it'll take a whole lot longer to do.
I'm a simple man, with simple needs. As with most weapon enthusiasts, I have a list of things I'd like to own several pages long. And yet, I'd be hard pressed to spend more than 15k on it (full auto, while fun, doesn't really do it for me, and the most expensive guns I'd ponder are things like a .50 BMG and an Arctic Warfare).
What I would do? Aside from the obvious, of setting aside a lot into investments and such that'd continue to pay out for forever, would be research and philanthropy.
An ongoing project of mine is the development of fantastically cheap, easily produced, reliable firearms. The biggest, cheapest, simplest one is a high quality guerrilla shotgun. Another is a stamped steel .380 or 9x18 Makarov pocket pistol (possibly available in single use blisterpack guns, per Tam's common request. I've got it all worked out, right down to the gun disabling itself so it can't be reloaded after it runs empty, which is necessary to use REALLY cheap material that'll only let the gun last safely for slightly more shots than it's designed for). Blisterpack guns would only really work without background checks (and the expense attached to them) or systems where a Permit of Good Standing (carry permit, etc) allows you to bypass said checks.
Plenty of people have articulated a belief that pretty much anyone who desires to carry a firearm for self defense and is mentally fit to do so (Note: this is not a reference to bullshit mental health requirements, and instead a reference to the fact that some people somehow manage to lack the rationality and impulse control needed to interact safely with anything sharper or more dangerous than a beachball). There are a few groups I've seen that provide guns (shotguns generally) to those faced with financial hardships in bad neighborhoods. I'd pretty much set up another such one, but specifically for the purposes of concealed carry training, certification (as needed) and firearms. Wisconsin Carry provides free CCW classes, aiding with the paperwork needed for the actual permit. That said, there's still a moderately large fee for someone living paycheck to paycheck, to say nothing of the price of even a cheap pistol.
Other projects include developing a motorcycle that combines bike levels of fun with rollcage levels of safety, a needlessly complex but awesome rotating shelving unit kinda thing (Picture the one Wall-E has in his little base thing) that'd allow usable storage space to be more effectively utilized (including having the system extend down into the cooler basement, for an easily accessed but extensively sized pantry or whatever), and a compact hybrid airship because airships. I think I can pull these off without winning the lottery (aircraft are spendy, but I live cheaply), but it'll take a whole lot longer to do.
Monday, August 18, 2014
Fitness and things
Finally (almost) caught up on sleep, and have been looking at local gyms, because there's a certain type of workout you can't get any other way than lifting heavy things repeatedly.
I've just purchased a fitness sledgehammer, and found a place to begin developing the workout from, the Hindu Mace Workout. I've also collected my little hand maul, which will be getting a matching partner, for modified Indian Club Training.
The purpose of the hammer workout is, in addition to building muscle, to build dexterity and train in the basics of one and two handed axe/mace fighting. Among the additional workouts I've determined will be included are a series of horizontal swings, an exercise I'll be calling Love Taps that amounts to quick defensive swings that keep the weapon in control enough to block with, and a broad, figure eight stroke that is PHENOMENAL for basically the entire body, and helps you practice keeping the weapon in motion.
Work on GURPS Metro is slow, but will be resuming soon. I've been on a creative kick, getting back into drawing and writing and crafting and such things, which has been taking up time that would otherwise be used to grind through all the gun stat building. From there, I just have Life in the Metro, Metro Medicine, and a bunch of updating earlier works, before I can collect everything into a single worldbook. I'll have to try to tweak things to allow it to be run with more variance in magic (more available, no mana vs. low, etc) and psionics (again, allowed vs. not), and world (fantasy variety bucket world or not). Not sure where I'll put it when it's done, but it'd be great to have all this work pay off for more than one game, I'd love to hear about someone else running a game of it, even if they only use bits and pieces (improved character sheet, even more general purpose gun list, punktech equipment, etc).
I've just purchased a fitness sledgehammer, and found a place to begin developing the workout from, the Hindu Mace Workout. I've also collected my little hand maul, which will be getting a matching partner, for modified Indian Club Training.
The purpose of the hammer workout is, in addition to building muscle, to build dexterity and train in the basics of one and two handed axe/mace fighting. Among the additional workouts I've determined will be included are a series of horizontal swings, an exercise I'll be calling Love Taps that amounts to quick defensive swings that keep the weapon in control enough to block with, and a broad, figure eight stroke that is PHENOMENAL for basically the entire body, and helps you practice keeping the weapon in motion.
Work on GURPS Metro is slow, but will be resuming soon. I've been on a creative kick, getting back into drawing and writing and crafting and such things, which has been taking up time that would otherwise be used to grind through all the gun stat building. From there, I just have Life in the Metro, Metro Medicine, and a bunch of updating earlier works, before I can collect everything into a single worldbook. I'll have to try to tweak things to allow it to be run with more variance in magic (more available, no mana vs. low, etc) and psionics (again, allowed vs. not), and world (fantasy variety bucket world or not). Not sure where I'll put it when it's done, but it'd be great to have all this work pay off for more than one game, I'd love to hear about someone else running a game of it, even if they only use bits and pieces (improved character sheet, even more general purpose gun list, punktech equipment, etc).
Wednesday, May 21, 2014
Weekend wrap-up
Had a fantastic time paintballing. Scenario paintball is much different than regular games, it's a great big stand up brawl. This year our team The Horde's entire strategy was CHAAAAARGE, but we curbstomped the New Empire competition by 1340 to 145. Whenever they'd try to push to take territory, it was always a silent charge, no shooting, no yelling. Us? We roared and fired like madfolk, and the enemy VERY often ran when faced with a massed charge of maniacs. Sometimes there's nothing for it but quantity and crazy.
Nothing will test your fitness and how well you have your gear set up like running and fighting for 8 hours nearly straight. At least this year it was only in the 70s instead of 90s. I'm still pondering my big post on the training applications of paintball, but I'll get to that later when I can be bothered to do so.
I got to see the billboard that caused such a fuss, the slidefire one. Also got to try proper Chicago style hotdogs in the vicinity of Chicago. All in all, not a bad weekend.
Nothing will test your fitness and how well you have your gear set up like running and fighting for 8 hours nearly straight. At least this year it was only in the 70s instead of 90s. I'm still pondering my big post on the training applications of paintball, but I'll get to that later when I can be bothered to do so.
I got to see the billboard that caused such a fuss, the slidefire one. Also got to try proper Chicago style hotdogs in the vicinity of Chicago. All in all, not a bad weekend.
Thursday, May 15, 2014
Tactical Staplegun and SBR AR-15
I'm going to a paintball war this weekend. Generals, squads, the works. Just got my guns upgraded to be magazine fed, great big helical drums instead of just a bucket on top of the gun. Behold!
I have words planned regarding why you should go paintballing to practice, but right now I'm busily packing.
Monday, April 14, 2014
As promised
Here's my rough approximation of an NCR veteran ranger. It sadly wasn't as cold as predicted, and I overheated pretty quickly and had to strip to down significantly to keep playing (Mostly my mask was fogging badly, it was humid due to rain).
Saturday, April 12, 2014
GunLARP
Tomorrow morning (or, later this morning), I shall be going paintballing. The weather is predicted to be 40-50 degrees and raining. So I decided I needed a hat/helmet wearable with my mask. Particularly if there's more surprise marble-sized hail tomorrow.
I'll be going dressed basically as an NCR veteran ranger. What's the point of going out and practicing if you can't have a little fun with it? Around 8 months out of the year I'm liable to have my duster on anyway.
I'll be going dressed basically as an NCR veteran ranger. What's the point of going out and practicing if you can't have a little fun with it? Around 8 months out of the year I'm liable to have my duster on anyway.
Wednesday, April 9, 2014
Farming character points
Building up ST, DX, working on IQ with the job, HT tends to come with general healthy living, so that's coming along too. Working on getting back my Combat Reflexes after too long of a hiatus without anything fun and exciting to keep them up all the way. Fit is on its way back, and I'll retrain my limited DR back. Bones should still be hardened properly, that doesn't go away so easily, but I've lost a few points of Karate and Karate (sport). Wouldn't mind working on wrestling/judo a bit more, if I can find someplace more real world. Guns, I can finally work on Guns properly now that I can conceivably afford ammo. Obviously Engineer (mechanical) will be going up with job experience. And of course, investing some points into buying off that bit of debt...
You lose a hell of a lot of character points when you aren't allowed to do things, if you're the type who semi-obsessively works for self improvement.
Feels good to start getting them back.
You lose a hell of a lot of character points when you aren't allowed to do things, if you're the type who semi-obsessively works for self improvement.
Feels good to start getting them back.
Wednesday, April 2, 2014
Martial comfort zones
It seems I'm not the only one looking to get away from the heavily sport-influenced Asian martial arts. Linoge, who is primarily responsible for getting me into following gunblogs, has started up Krav Maga, and is noting the sizeable differences from your typical Asian martial art, as they're taught in the USA.
http://www.wallsofthecity.net/2014/03/paradigm-shift.html shifting from one style of martial art to another is a significant difference if you aren't expecting it. It was a fun experience when I sparred with a friend who was trained more in kickboxing. Completely different arrangements of pads, the allowance of leg kicks and head punches, and grappling all made for an eye opening experience. Had I only collected pure Taekwondo to fight with, I would have been at a significant disadvantage. Luckily, the school at which I learned was VERY traditional, and has much less of an element of "tournament use only" about it, and comes with a side of hopkido and other such things. The sparring was always very gentle with lots of restrictions, but they were all restrictions only for safety purposes, rather than "this doesn't count for anything in tournaments so we're not going to do anything with it ever."
Linoge talks more about some of the more real world training with Krav Maga here, about a fun game of monkey in the middle.
There's a good looking Krav Maga school here in town, but it's on completely the opposite end of town from where I am now, and is probably about 45-60 minutes drive away. There's one vaguely close by, supposedly, but it's a mixed school with no functioning webpage.
http://www.wallsofthecity.net/2014/03/paradigm-shift.html shifting from one style of martial art to another is a significant difference if you aren't expecting it. It was a fun experience when I sparred with a friend who was trained more in kickboxing. Completely different arrangements of pads, the allowance of leg kicks and head punches, and grappling all made for an eye opening experience. Had I only collected pure Taekwondo to fight with, I would have been at a significant disadvantage. Luckily, the school at which I learned was VERY traditional, and has much less of an element of "tournament use only" about it, and comes with a side of hopkido and other such things. The sparring was always very gentle with lots of restrictions, but they were all restrictions only for safety purposes, rather than "this doesn't count for anything in tournaments so we're not going to do anything with it ever."
Linoge talks more about some of the more real world training with Krav Maga here, about a fun game of monkey in the middle.
There's a good looking Krav Maga school here in town, but it's on completely the opposite end of town from where I am now, and is probably about 45-60 minutes drive away. There's one vaguely close by, supposedly, but it's a mixed school with no functioning webpage.
Monday, March 17, 2014
Meditation and Anti-Meditation
AaaaaAAaaaAAAaaAAAAaAAAAA: For The Awesome (which includes the original, A Reckless Disregard for Gravity) is a fantastic game. It also has a bunch of amusing unlockable audio 'logs' in it.
The first one you get is a very useful "how to meditate", because the game is designed to be an adrenaline rush. However, there are plenty of those around, and it isn't very interesting. What IS interesting, is the Anti-Meditation.
Just watch it, and enjoy. It works best alone in a darkened room.
The first one you get is a very useful "how to meditate", because the game is designed to be an adrenaline rush. However, there are plenty of those around, and it isn't very interesting. What IS interesting, is the Anti-Meditation.
Just watch it, and enjoy. It works best alone in a darkened room.
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