Showing posts with label Galaxy Laser Team. Show all posts
Showing posts with label Galaxy Laser Team. Show all posts

Thursday, January 8, 2015

Galaxy Laser Team makes everything gonzo!


I've had several people ask me where I got the green figures that made an appearance at Saturday Night Space Opera last week. The answer is: The Internet!

Okay fine, it was Amazon. Seems like just about everyone remembers seeing those figures, but not recalling where. "When" is always "when I was a kid" which if you're like me, was in the 80s.

The line is called Galaxy Laser Team, though they also go went by "Star Patrol". Tim Mee Toys is the name of the company that's recently brought them back into production, and boy are they doing a stellar job!

The exact set we had on game night were these fellas, the jumbo set:


Back in the day, Processed Plastics was the manufacturer, but a few years ago they closed and sold off the molds (is my understanding anyway). Tim Mee has been reproducing the sets, including this jumbo set which was also produced years ago. If you're thinking that the sculpts look strangely like other popular scifi characters, you aren't wrong. GLT were expeditiously brought to market following that one 70s space opera with that big hairy dude and that short, boisterous robot.


Unfortunately, they're only able to recreate what was originally produced back then. The female space commander at the computer console and the cool "x-fighter" were never previously made as jumbo figures---so no current ones exist either.

I've inquired as to whether these will ever get made or if NEW figures could be designed and released in the same aesthetic as the originals (like say, a female figure with a ray gun, more spaceships, playsets, etc.). The response was along the lines of "we hope so," which I think translates into "we'd love to, but these have to sell well enough to allow us to do that."

So in hopes of someday seeing NEW Galaxy Laser Team members.....

WHERE TO BUY GALAXY LASER TEAM TOYS
You can find them on Amazon for a reasonable price, the regular figures come in packs of 50.
....and if you wanted to make your space adventures Gonzo-to-the-MAX, there's also these sets:

That's a lot of funky fantasy dudes in yoga pants!

BONUS: If you're REALLY inclined to ask for more far-out space and fantasy figures, go "Like" the GLT's Facebook page and tell them how awesome they are/send them a message!

I have several vintage figures from the Galaxy Laser Team, so it was inevitable that they'd find their way to guest appearances here on Exonauts. The Space Yeti inspired a whole alien race I wrote up for X-plorers. I've a fondness for the old-fashioned static-pose, plastic figures of my kidhood. I'm sure you'll see more them here in the future.


To be continued...
A few weeks ago, the jumbo figs were on sale and I acquired several extra sets to use as prizes for some future fun activity. Haven't decided yet if they'll be awarded at a forthcoming Saturday Night Space Opera or part of that world-building blogging event I'd still like to do. Stay tuned!

Tuesday, January 6, 2015

Saturday Night Space Opera Part 1: A Successful Launch!

Welcome space rangers!
WELL, we did it! This past weekend we hosted our first Saturday Night Space Opera at The Source! We had a total of three RSVPs, plus John Till and myself--plus a few other folks stopped by to ask about the event. They'd heard about it and have even gamed with John in a round of Cosmic Patrol (I think it was). 

There's too much to recount in a single blog post, so I'll cover the actual game in a follow up soon. For now though, just know that we all had a great time. A large part of that is due to having three young (teenage) players who were more than happy to get their feet wet with a system that's low on crunch. By the sounds of it, they'd actually played an early edition of D&D for a while, though it wasn't clear which, it was seemed to be some form of AD&D. So there we were, ready to kick off a new Rad Astra game using the X-plorers ruleset...

A True Wingman!
Having a veteran like John at the table was a huge benefit and great pleasure that I cannot overstate. When I was waist-deep in manuals and my own manically scrawled notes, he was gregarious to the other players, happy to ask them if they needed help, and generously chiming in with well-timed advice. He cheerfully kept the game aloft when decision-making ground to a halt between some of the other players. His avuncular presence was a boon to they and me. At the end of the night he asked the other players if they had fun, and they all responded firmly in the affirmative. All traits of a fantastic game master in his own right and I can't wait to thank him by sometime returning the favor when he's head of the table...or at least be class clown and heckle him!

So here's a few things I learned, or in some cases, relearned:

Character Generation Needs a Reboot
X-plorers is a game that not a ton of people have played. Despite its"rules light" nature, CharGen remains a speed bump. Even when there's Player's Guide books, simplified character sheets reduced to note cards, and a few summaries on classes, all provided at the table it can take a while. Mostly this is due to players enjoying the process of crafting their characters. But it's pretty much on my shoulders to make the process as painless as possible. So in the future I'll be writing up a quick-starter one-sheet with steps clearly outlined--if not a few ready-made templates. 

Still, I think the players had fun--too much maybe. Especially when it came to choosing....

Equipment is Everything
I already knew from previous session with this game and still forgot: hardware in a scifi game IS the theme. Yes, a lot of other things play into the aesthetics of a setting, but the gear PCs carry on them is the road on which the campaign travels. This extends to vehicles, spaceships, etc. of course--but their gear has to be the single strongest indicator of the kind of setting in which their adventuring. 

The game's default equipment list is heavily influenced by hard scifi (ALIEN, Outland, etc.) Rad Astra is not hard scifi. I like hard scifi just fine. But a space opera game needs broader strokes--it needs to dream bigger and bring the fantastic. So a very overdue equipment list will be created...and slowly integrated into the setting. 

Several of the players took their time to carefully consider each piece. Like whether or not they should carry flashlights or flare guns!! For most kickoff adventures, I don't want player to worry about that stuff, so I give them some basics to get started and let them improvise the rest. 
Either way, a selection of more setting appropriate gear is now top priority. 



Props Help Sell the Theme
I was like a kid in a candy store when I was planning this game. So I brought some table-candy: 
  • A felt game mat with starfield and nebula
  • A map of the six-armed super galaxy that I drew in the days leading up to the game
  • A smattering of hastily printed B/W handouts of characters, ships, and locations
  • Extra player aids (see Character Generation above)
  • A handful of Buck Rogers minis and a swooshy ebony spaceship
  • One package of over-sized Galaxy Laser Team figures to hold down the mat and just hang around being cool
  • Besides John with his awesome Zochi dice, the other guys brought minimal polyhedrons and shared. Can't get more "light" than that...
Yeah, it's a zany way to game, but I've found that having fun things around to hold and gaze upon are are a perfect fit for a root beer and pretzels game night. And that's what Saturday Night Space Opera gaming is all about!

Theater of the Mind Wins Every Time
Despite having some cool toys on the table, we only used the Buck Rogers minis once to quickly settle confusion around some hand-to-hand combat with multiple participants. The rest of the game was group storytelling and good-old-fashioned dialog. The players intimated at the beginning that this was their preferred style (it's mine as well). Even the visitors who stopped by prior to the game, said they prefer no-minis in their games. 

It's amazing how far you can travel with just paper, pencils, and a few funny dice!


UPDATE: Here's the first play report!

Monday, February 18, 2013

Con of the North: X-plorers Play Report!


I ran my FIRST EVER con game Saturday night at Con of the North and (I think) it went really well. But, I'm not taking credit for running a great game--I'd say it was great because I was fortunate to a group of players who were:
  1. Allowing of my naive, baby-deer-learning-to-walk referee skills, and-- 
  2. They were really good roleplayers. I had a full table too--six of six players showed! 
John Till from Fate SF was the first to arrive and we chatted a bit beforehand. He did much to bolster my confidence. I ran the X-plorers Box Set (Limited Edition) rules, sans the corporations-in-space setting. I also threw out quite a bit of the regular rules (Basic Hit Bonuses and the four-phase space combat rules) just to make things go faster (we only had two hours!). The game ran from 8:00 pm to 10:00 pm, which was perfect for a wooly, space adventure. For some players, this was the last game of the day. Now on to the highlights as best I can recall.... 

Note: In a completely boneheaded move, I forgot to take actual game-play photos. So here's a few images from the campaign...

Character Generation Made Easier
Right now is also a good time to thank John Adams for creating X-plorers Players Guide pamplets because those TOTALLY saved my bacon. Character generation goes a lot quicker with a bunch of these and some pre-printed character sheets handed out at the table. They rolled up 2 scouts, 2 scientists, and 2 soldiers. I had them roll 4d6 and throw out the lowest. I think John had one attribute with a 4! By in large, I think the PCs ended up overpowered on skills, mostly because I let them...but then I threw a LOT of adversaries at them, so it evened out in the end.

Nicodemus Hasselfury!
Return...or Revenge?
Not wanting to repeat my earlier adventure, I ran a new one that I'd dashed off mostly Saturday morning (the day of!) having had the rough outline in my head for barely a day before that. Basically, it was "Return to the Forbidden Planet," but since Altair IV went ka-blewie at the end of that movie, I assumed the Krell had been a spacefaring race and made another base on Aquailae Gamma. So I called it "Revenge of the Forbidden World." That all made for some confusing backstory--but, on the upside it didn't matter once the group got into some action encounters.

The Black Rider (like this--but, er, black...)
One thing I didn't change too much from the previous game I ran was having the PCs wake up from cryo-stasis aboard an already enroute ship, The Black Rider. That trope seems to work well in moving things along. The ship's butlerbot, JV-3Z, or "Jeeves," tells the PCs they've been selected from the infantry inventory (grown and stored in a giant underground warehouse on Earth) for a black ops mission. Handpicked by Captain Nicodemus Hasslefury himself!

Stiletto fighter
Hasselfury turns out to be useless to them--disappearing whenever things get rough and the boys had their hands full. Having just woke up from cryo, the proximity alarm went off and they ended up fighting off two wings of Drukhar starfighters (single-pilot, Stiletto-type, 6 total). 

After hailing and bluffing failed (they had to at least try to keep their cover) they engaged, and took out, half the enemy ships (the others bugged out). 

Arrival on Aquailae Gamma
Recon, Intel, Telemetry Automaton (RITA)
After landing, Hasselfury, true to his nature, punked out and stayed behind on the ship for repairs while the grunts took to seeking out the MacGuffin--a psionic amplifier capable of weaponizing the user's own consciousness into a--we'll get to that in a second. 

Jeeves stayed behind with Hasselfury to work on the ship, but they did take another robot companion with, RITA (Reconaissance, Intelligence, and Telemetry Automaton). She's got one up on RIGB-E from the last game in that she's armed and she can hover over rough terrain (something with which RIGB-E has a lot of difficulty). 

The ship was already low on supplies (thanks to an in-flight encounter when the crew was in cryo), so the heaviest weapons available were a few laser rifles.

Hasslefury dug out something special for each party member: a small stim capsule (a fluid stimulant/mutagenic agent delivered via chapstick-sized capsule with hypo-needle). He ordered them not to use them unless they really needed them. Then everyone "turned the capsules over to read the label" (rolled 1d6) and this is what they were given:

MUTAGEN STIM (1d6)
  1. Extra arm (extra attack)
  2. Tail with bony mace at the end (extra melee attack)
  3. High Kicks (kangroo legs - double movement)
  4. Quils (fire 1d6+1 poison tipped)
  5. Space Yeti!
  6. No effect, dud
The rolls went: one tail, a couple a' extra arm stims, and not one but THREE SPACE YETI stims! I really had no clue how I was going to make that work.

Flashback to Saturday afternoon: while eating a terrible turkey sandwich in the hotel restaurant (should have known better!), I thought I should include something that could turn out to be completely up-ending for both me and the players. It would give them the chance to ham things up and me the opportunity to roll with their ideas. So with hours to go, I added it in.

It worked TOO WELL. More on that later.

Doom Squad Warriors

Using her sensors, RITA pinpointed the Krell compound where the weapon was located--and a Doom Squad of Drukhar warriors behind a nearby bluff. The bogies that fled the space battle had already alerted their companions on-planet, who were now on the lookout for Hasselfury's squad. 

And from the frying pan into the fire, they stumbled on to a pride of Aquilan Land-Mantas. Basically bed-sized manta-crabs with stinger-armed tails. 

My strategy was to get them to split their offensive, which they did eventually, but to their credit they handled it well. A well-aimed shot took out one of the mantas. But in its death cry--it shrieked and alerted the Doom Squad--blowing the party's position.

This encounter was likely the hardest for me as a more novice GM--not knowing how long to let the encounter last, while still remembering that they had a lot of plot-relevant stuff to get to. So I let the mantas retreat so the PCs could focus their firepower on one enemy. I don't think I'd do it again, but I was keen on them getting to, at least, the big baddie stage of the game. There was plenty of laserfire to come and nobody seemed to even notice.

Every Yeti for Himself
Space Yetis!
For some reason, about this time, one of the scientists in a rush to--I don't know what--make something happen (?)  STABBED A TEAMMATE WITH HIS MUTAGEN STIM! That guy grew a tail. Instantaneously.

The next round the same "mad" scientist (there's always one!) decided he needed to have more armor and tried to pry the controls to RITA away from the other scientist, so he could get his hands on a fallen Drukhar warrior's combat suit. RITA, operates mainly under single-operator remote control and she's got two hip-mounted, quick-shot lasers, but she's meant to be more of floating tricorder and my way of giving the PCs important info. 

With the two science officers now in fisticuffs over the controls, the rogue scientist won out and used RITA to loot a downed enemy of his armored suit. RITA managed to survive this ill-conceived row. The other scientist, understandably anxious at this point, took matters into his own hands and stuck himself with his Space Yeti mutagen. I was certain this would escalate, but to his immense credit, he ran into the compound instead to secure the Krell weapon--which triggered the final phase of the game. 

Lord Zathar of the Drukhar Empire
Now that the PCs were entering the base, the Drukhar's commander, Lord Zathar--wielding a sonic sword and leading a second squad--made an appearance. He'd arrived to reinforce the Doom Squad that the PCs had cut through (a little too easily for my tastes, BTW).

As it turned out, a lucky roll and fate intervened. One of the soldiers got off a shot with his laser rifle and winged the evil warlord quite severely (note to self: that dude's AC needs adjustment). Seeing imminent defeat, Zathar called for a full retreat of his forces--but not before leaving a present behind for the heroes.

Zathar had been on the planet long enough to play with the Krell weapon before the PCs arrived. Through an amulet slung around his neck, activated a giant energy wraith, containing his angry subconscious--our heroes now trapped by it in a narrow hallway inside the compound. 

Giant Energy Wraith, a psionic/electrical monstrosity!

You can't make this $h!t up!
Miraculously, they were able to hold off the creature while they looked for the power feed (it was energized a la wireless Tesla power).  The luckiest roll in the game arrived just in time to save one lucky bastard (one of the scouts) who took a full-frontal electric blast and SURVIVED his saving throw with a NATURAL 20. The only explanation was that the blast was somehow grounded. He was reduced to zero HP, but he lived to fight another day. Once they cut the power, the wraith winked out of existence like a cathode ray tube television signal.

X-plorers Players Guides make for great freebies!
XP You Can Take to the Bank
With the heavies vanquished and Krell tech intact, Hasselfury shows up just in time (natch) to pick up the boys. They've saved the galaxy from a Drukhar superweapon and survived! From the beginning I wanted to reward great roleplaying (with moxie and flourish) handsomely with XP, and they walked away richly compensated. I let all the players keep the players guides, plus a colorful, golf ball-sized 1d20 they got to use during the game. 

So how did I do?
Well, I'm positive I played too fast and too loose with the rules (I will be re-re-re-reading the space combat rules, ASAP), but everyone were great sports and just went with it. My overly ambitious adventure seemed to be a crowd pleaser. A few said it "went really fast" which is exactly the opposite feeling I had--probably because I constantly felt the need to keep things clipping along. (Is it normal to feel exhausted afterwards?) But thanks to fantastic players who were willing to just go with the flow, they really did seem to enjoy themselves--can't ask for better than that.

If I get to run this as a campaign, I'm interested in using the new classes I'm working on (and other surprises) in the full-fledged Rad Astra setting.  I've got contact info from some of the guys and I'm seriously considering starting a regular X-plorers game at the Source.

And there's room left to continue with Zathar's end-of-the-game getaway. Alas, we've not seen the last of him--he will have a major role in the overall saga of the Rad Astra space opera...


I have one more post to do on my con experience (mainly another game I played) so stay tuned!

Thursday, July 26, 2012

Alien Space Yetis (Wookies) for X-plorers

I've had some thoughts rattling around for a while on adapting aliens and creatures from established franchises in pop culture for X-plorers. I wouldn't do them as by-the-book, opting instead to tweak the established templates. Here's the first in a series of posts....

WOOKIES (Space Yetis)
So we can all agree that Wookies are generally space yetis, yes? I've always favored a more alien approach myself. Take the Galaxy Laser Team's version:

These are the same character I bestowed to Jon Scalzi a while back. Anyway, this alien has always kinda reminded me of Ralph McQuarrie's early Chewbacca concept art:

Anyway, I'd make a few adjustments. Wookies are supposed to be the grease monkeys (ha!) of the Star Wars universe--and yet, Han's always chewing out his co-pilot for perceived incompetence. Maybe it's his growling that makes him so misunderstood. Well, no more!

Telepath: Space yetis antennae give them the ability to send and receive telepathic brain waves. They're not born with them though--a potion is given to infants that allow them to grow one stalk to receive messages from parents, teachers, and those of higher rank. When a yeti brave becomes a full-fledged warrior, he receives a second stalk which allows him to send messages to her/his peers and those being lead in battle.

Mutations:
Claws: 1 in 6 space yeti have retractable claws (like Wolverine) that do 2d4 slashing damage.

Extra arms: 1 in 10 space yeti have an additional pair of arms (a la, white apes of Barsoom), allowing them an added attack per round. Since they're obviously good climbers (move full speed when climbing) the 6-limbed variety get an additional 2 moves per round when climbing. Also, more arms equates to more opportunities to rip off your arms.

1d20 will have both mutations.

Darksight: Big eyes = catlike vision at night. They can be blinded easily so many opt to wear goggles for everyday use.

Other: Space yeti keep the same characteristics of typical wookie stock, including thick coat to give them a resistance to cold (no penalties in subzero temps down to -30), ferocious roar to intimidate enemies (+2 to roll in combat situations), super strength (+3 PHY if you're making a PC) and are generally about 2.5 meters tall.

Skills:
Blastin' stuff: In my cosmos, they love carbines and old beam tech. The older/crappier, the better and get +1d4 proficiency up to 200 meters from target.

Tinkering: Space yetis are fascinated with technological junk. If you're playing one as a PC, you should build a robot or six. If you're constantly scavenging parts and putting them in your satchel, I'd give you an extra skill for every bot you make at no cost. Spaceship repair comes naturally, consider it a built-in skill. I'll give you a +1 to-hit bonus for tinkering with your primary hand weapon of choice.

Welding: Every space yeti can weld. They all got As in metal shop. If you're making a weapon or welding some sort of A-Team war wagon. Your conveyance will get an armor bonus (+2 protection) cause you're so awesome.

Personality traits (1d12, for inspiration):

  1. Cranky
  2. Kleptomaniac
  3. Stubborn
  4. Loveable (+1 in human encounters while negotiating)
  5. Short-tempered
  6. Methodical
  7. Inquisitive
  8. Brooding
  9. Belligerent (-1 in human encounters while negotiating)
  10. Gentle
  11. Secretive
  12. Haughty
If you're not using them as PCs, they should be generally unfriendly. I once thought (after Star Wars, but before the holiday special) that wookies were naturally mean and it was just Han's relationship with Chewie that made him sociable. If you're not already a space yeti, then yer most likely looking fer trouble, dig?

Society: Space yeti's hail from the planet Himalannia where they build Frank Lloyd Wright-style homes in the mountains and jungles. They're mainly tribal and omnivorous.


There's no freakin' Lifeday, so don't go there. They have a natural musk that not everyone finds enchanting.

Customs: Because they love tech so much, it can sometimes become an obsession. Many a yeti has been cut down by a rival over a gadget or gizmo. Should you be a space yeti PC and run into another of your kind, expect the following:

  1. Chest thumping and mispronunciation of your name, a comment about your closest friend or family member, or lewd implication regarding what's about to happen to you.
  2. Rite of Challenge for what's in your satchel.
  3. Winner reduces rival to 1/2 hit points (or more) in order to claim victory. 
  4. Loser must take victor's last name as shame for one year.
  5. If you win, you have the right to boss that dude around for one session.

Yeti can also challenge other races if they like, but only if they really, really want some piece of highly-prized tech. GM's discretion advised (said piece should technically be important to the adventure's plot).

P.S. Wanna pick up some of those Galaxy Laser Team space yetis? They're in production again!

Monday, June 25, 2012

Saturday Space Opera with Scalzi

Over the weekend I had the chance to meet sci-fi author Jon Scalzi at Uncle Hugo's bookstore and get him to sign my (just cracked-open copy) of Old Man's War and a recently purchased edition of The New Space Opera 2, in which he has a short story. He was invited to come meet folks while promoting his new book Red Shirts, about those unlucky laser-catching fodder that do the busy work of running a spaceship. Alas, the book in question was out of stock, apparently it's sold through its first printing (Hugo's did everything they could though to get copies).

The shop runners there are just great and very knowledgeable. It was my first visit and I can tell you I'll be back because in addition to newer fare, they've got PILES AND PILES of older, out-of-print books that are just tough to find these days. Though I wasn't looking for it, I snatched up a copy of Fritz Leiber's Swords Against Death.

Scalzi is of course, every bit as personable and genuine as he makes himself out to be on his long-running blog, Whatever, and so it was a pleasure to chat with him. I know he's basically "on" while he's there, which must be exhausting when touring city-to-city. So I can't actually bring myself to annoy someone who is likely a lot like myself--enjoys traveling but relishes the luxury of being a homebody.

So instead of the usual "I love your book!" chatter, we bantered about parking, and talked of nothing of importance, which I much preferred. I left him two tokens of my appreciation, members of the Galaxy Laser Team who I told him should "see him home safely". He seemed to take right to 'em.



I'm thinking this might be his next best-seller.