Showing posts with label Con of the North. Show all posts
Showing posts with label Con of the North. Show all posts

Wednesday, August 3, 2016

New logo! Playtesting! Convention planning!

It's been a while since I've had free time to post, so here's a quick round up of what's going on in this neck of the universe:

Saturday Night Space Opera has AWESOME new artwork!


An illustrator pal o'mine, Bill Hauser completed one HELL of a masthead banner and logo for the SNSO website. It far outshines the previous one I did in MS Paint! Check it out in all it's stupendous, fully detailed glory!



Rad Astra in playtest...

The first full test of character creation and basic rules has begun on my space opera roleplaying game. Hoping to have the core rules completed by Labor Day. I'm filling in bits of setting material as I go, but it'll be nice once I finish the rules and just whole-hog focus on setting again soon. More details here. 



$25 with a T-shirt!

Con of the North 2017 planning underway

It's funny how quickly Saturday Night Space Opera games come and go. By the time one rolls around, I'm already working on promotional materials for the next one. It's no different with Con of the North, the local, big tabletop game convention. It's typically in February every year, but scheduling for 2017 has already begun. Co-captain John Till and will be sitting down shortly to work on plans for SNSO's second year at the con. I still haven't written a wrap-up of 2016's games!

First on the agenda: get our GMs to REGISTER NOW WHILE IT'S ONLY $20. It's harder than you think.

Stay tuned to this frequency for more updates...

Friday, January 8, 2016

Sign up for Saturday Night Space Opera games at Con of the North!


I'd posted this on the SNSO site, but totally forgot to make sure to post it here--go check out the full list of Saturday Night Space Opera Games we'll be running next month! I've posted a list of all the games, complete with descriptions, GMs, dates, and times.

I think online registration is closed, but you can still register onsite. And there's TONS of other tabletop RPGs, board games and card games. The Twin Cities has an embarrassment of riches when it comes to capable GMs and games for every taste. It really is a blast and if you live within driving distance you should come join us!

Details, including hotel and parking info at Con of the North's official site.

GAME AT ME BRO!


Last year, after Con of the North, I'd had this dumb idea to bring a big, shabby tagboard hobo sign that says GAME AT ME BRO! and set up shop at empty table. I'd egg on passers by to sit with me and craft an RPG on the spot. Had things not gotten so busy with Saturday Night Space Opera, I might have still done it. Anyway, here were my thoughts:

GAME DESIGN
Total development time cannot exceed 60 minutes. Tasks to be completed include:

  1. MECHANICS - Game must have a basic mechanic for resolving conflicts/problems/combat, etc. Doesn't matter if it's dice, cards, hand signals, staring contest, etc.--but there needs to be some sort of action in play, other than storytelling. This can be an existing ruleset, if both GMs agree.
  2. SETTING - No more than 10 minutes permitted to brainstorm on genre and setting using the infallible Jeff Reints alchemical game creation proposal (omitting part 1, but using parts 2 and 3). Difficulty = using only resources available at the Con (any books on hand or immediately available via electronic device or memory)
  3. CHARACTERS - Game must include at least 3 player-character types. (I don't want to say "classes" or "races" that's up to the GMs to figure out).
  4. DETAILS - Once setting is established, GMs divide up duties of fleshing out as many foes/monsters, locations/maps, treasure/gear, what-have-you as the remaining time allows. Using existing resources from step 2 is totally acceptable, as long as some cross-pollination of sources was accomplished in that step. 

MARKETING
After one hour, the sign gets flipped around on the table. The GMs write the name of the new game on the tagboard with the added note of "WE JUST MADE THIS GAME. SEEKING PLAYERS TO PLAY NOW." Once at least three people show up to fill out the party, GMs can flip a coin to see who runs it. Anything not created ahead of time (e.g., rules, setting, etc.) is made up on the spot.

GAME ON
The game is played right then and there, for better or worse. It might suck, but everyone has a story to tell about that one time they played an insane game that was invented minutes before they sat down at the table. This could be a fun activity at a smaller con too--make it into sort of tournament style game design. Maybe something like this has been tried (I have no idea).

Even if none of this actually ends up being finished or made usable in 60 minutes, you'll end up having an awesome conversation with total strangers about games and what you love about them. Maybe your tastes will be totally incompatible. Or maybe you'll strike creative gold.

Either way, you're not stuck reading the same books, having the same boring debates about rules, or trudging along your same, overly-trod gamer paths.

In the time it usually takes you to sit down with a stack of RPG books and try and come up with next week's adventure, you've completely given yourself over to gamer ADHD and made something half-baked, but spontaneous. Ugly, but beautiful. Uneven, but exhilarating. Isn't that worth 100 real-life XP?


Thursday, November 20, 2014

What's your GM pre-flight checklist?


My guide booklet for Con of the North just came in the mail yesterday! Now the real preparation begins. In addition to picking out the games I want to play, I'm also running a session of Rad Astra X-plorers, (page 65 for those of you planning to make the con).

I purposely left the listing in the book a little vague so I'd have a chance to stew on some ideas for a bit. It's time to start writing up the rest of the adventure in earnest. In the past, I've winged it bigtime and that has had mixed results.* So this year, I want to get serious and be more strategic in my plans. Here's my checklist for Con of the North 2015...

2-3 months before:
  • Sketch out adventure ideas (plot, main NPCs, featured aliens/monsters)
  • Scout for artwork
  • Order any supplies
1 month before:
  • Finish writing the adventure (playtest if possible, but usually isn't) 
  • Re-read rules (hey, it always helps!)
  • Codify house rules into a document for myself at the table
Couple of weeks before
  • Assemble player aids (mini rules booklets, character sheets, extra dice, golf pencils, etc.)
  • Dig up minis and extra dice
  • After (at least) a few weeks of not touching it, I'll re-read my adventure and make any last minute tweaks
  • Re-re-read rules and my house rules
Around this time I also start thinking about important things for the players to know once they sit down. This is really just an introduction of me and my gaming style, since we're usually strangers and most haven't played X-plorers.

I'm big on prefacing expectations. I'm looking for maximum FUN, not to punish them with a lot of rules memorization. We're here to create a shared adventure (me with them, and them with the other players). Likewise, it's good to explain what's expected of them: work with each other, XP is rewarded for roleplay and involving others, be nice/don't be a dick). So really, just some "ground rules" for the table.

Night before:
  • Pack up all game materials for transport, including:
    • Game manuals
    • PC aids (character sheets or booklets)
    • Writing materials and dice
    • Miniatures (characters, ships, scenery)
    • Sketchpad
    • Hand sanitizer (Don't laugh, I get a lot of "Thanks for having this!")
  • Review convention guide book and driving/parking directions
  • Re-re-read the rules
  • Try to get sleep, which is impossible because it's almost TIME TO PLAY! 

What about maps?

One thing you'll see right away---there is no map. I've not been good about using them. Tactical maps might serve a purpose, but honestly X-plorers works well without having to parse out every square inch. I've taken to using line-of-sight and just estimating move spaces. So far all my players have seemed to dig on that approach. Still not sure if I'll use one this year. If I have time, I could whip up something basic.

What do you do to prepare for games you run?

What about you folks? I'm especially interested in hearing about how other GMs get ready to run their games at cons--or any "big" events you might be planning in your campaign.


*This year was a catastrophe. Lack of sleep and having an infant made for a horribly underprepared GMing experience. One I won't again repeat. #GMFAIL!

Saturday, September 6, 2014

Con of the North event submitted!

Well I'm all paid up for my third visit to Con of the North, come February. I decided this time around I'd like to focus on playing games rather than running a bunch. I got sick of missing out on so many awesome games. In light of that I did submit one event for X-plorers. Here's the description:
RAD ASTRA: Gonzo, Space Adventure!
Pack your ray blaster, charge your laser sword and take off on a far-out, interstellar adventure! Get set for a rules-light, mash-up of sci-fi B-movies, 70s space opera TV, and Bronze Age comics. You're the galaxy's last hope on a do-or-die mission against a horde of savage space vikings, alien astrosassins, and sinister space wizards! Your swashbuckling, Saturday night space opera is here baby!   
I left the plot details out but sprinkled in some of the elements that will hopefully attract sci-fi fans. Maybe I should have put the words "space," "opera," and "adventure" in there a few more times? Aw well. In any case,  I have just over five months to procrastinate until I get my shit together the week before--so exciting! 

Con of the North 2015 is February 13-15 at the Crowne Plaza Minneapolis West.

Sunday, February 9, 2014

Con of the North this weekend...

John Harris / Temple
Just a quick note to remind you Twin Citians out there (or folks passing through) that local gaming convention Con of the North is happening this weekend. I'll be running a Rad Astra version of X-plorers. I sincerely hope to debut a few new classes.

I'm behind schedule though mainly because of babies, being sick, work, babies, crappy weather, and ....did I mention babies? It'd be unfair to lay all the blame on the kid, so I think "lack of sleep" should cover all of the bases. Thankfully, we've been getting caught up and I'm back at squaring away background characters and plot for the adventure.

I'm only running one game so I can spend the rest of the con playing and racking up some XP of my own. Anyway--it should be fun!

Wednesday, September 4, 2013

Heading to Con of the North 2014!

Busting out of my self-imposed, baby daddy exile to bring you the news that--YES--there will be an X-plorers game at Con of the North! It will be a Rad Astra setting of my own making. Here's the quick/dirty submission I sent for the con listing:
RAD ASTRA: Far-Out Space Opera! Pack your ray pistol and laser sword for a rules-light, mash-up of B-grade, sci-fi exploitation movies, 70s space opera TV, and Bronze Age comics! You're part of a group of interstellar swashbucklers pursued by agents of the Drukar Empire on a quest for intergalactic infamy and fortune! Choose your class: Space Ranger, Astrosassin, Starlocke or Starbarian!
Game details: 4-6 players, pre-gens will be available with some tweakability by the players. Game is scheduled for 4 hours (which is 2 hours longer than the previous session).

If I can get my act together (that's sort of a big "if") I may run a second game. As it is, I'm still working on the class descriptions for Astrosassin and Starlocke, so I don't want to bite off more than I can chew!

Finally, I'm looking for some input on what type of adventure sounds most fun over on my Google Plus page, so check that out and let me know what you think!

Tuesday, February 19, 2013

Con of the North: The One That Got Away...


Spotted this last-minute add to Saturday's game roster. So bummed I missed out!

Con of the North: LEVEL 1

This past Saturday I enjoyed my first venture to Con of the North, the big gaming convention here in the Twin Cities. I've been to many a comic convention and Convergence (the geek culture con) but this was my initial foray into the gaming crowd's natural territory.

Saint Dave of Blackmoor
If you weren't aware, Minnesota--and particularly the Saint Paul/Minneapolis metro area--has a thriving game community. I'm sure some credit goes to Dave Arneson (Saint Paul's patron gaming saint) for his involvement/innovation in the early days of wargaming and roleplaying.

Whatever kept the die rolling in this town has really taken permanent root.

The con was Friday, Saturday, Sunday, and I'd signed up for a few games on each day, but I didn't get to any of them. Both as a consequence of an unusually hectic work week and the fact that I wanted to polish the Rad Astra adventure I ran for X-plorers on Saturday night.

But I didn't miss out on gaming.

Gaining XP as a First-time Con-goer
One of the great things about Con of the North is that everyone is gaming everywhere--including the hallways! One game I stumbled upon was a tricked-out version of Aliens!

Now, I'm not even a huge fan of the film (I like it just fine, but I'm not an Aliens fanboy, per se) but this was not to be missed. It used 6" action figures for the marines and aliens and a TON of scratch-built debris as the terrain.  See if you can identify all the sci-fi references built into the game (click on pics to embiggen):




Everything from Star Wars to Doctor Who action figures were used--in some creative way to be in scale. The gameboard itself was at least 6 feet long and each space about 3"x3" (possibly larger).  

The guy behind this fantastic setup is Steve Bauman--he built the game and drew up his version of the rules. I don't know if playing with action figures as pawns is a relatively new thing at cons, but this was just pure fun. Steve called his version "Aliens: Escape from the Robotics Lab".


There was another game with a different board set up going on at the same time and due to a mix-up (that there were two of these Aliens games going on simultaneously but in different locations) Steve's players all ended up at that other game table. So I got to join in along with a few other passerbys. 



It's been a few days since the con, but I believe the gameplay went something like this:

The objective is to get at least 7 of 9 marines across the board, regardless of whether they're healthy, wounded, or incapacitated (carried by other marines). Sequence of play (as best I can recall):
  1. Aliens move (they move 4)
  2. New aliens appear (always 3)
  3. Aliens attack (they "grab" prey, leaving them unable to fight)
  4. Marines move/attack (up to 3 actions, depending on character)
  5. Repeat!
Each marine has a card with the number of actions they can take and their weapon determines their range. So Apone has the flamethrower (I got to play him!) and he can fry aliens without dealing with splashback from acid, but the fire only goes up to 4 squares away. Meanwhile Hicks (has, I think a pulse rifle? shotgun?) can hit foes even farther away.
 Apone and his flamethrower! 

A queen! GAME OVER MAN, GAME OVER!

"I'll...be...right...here...attacking from behind!"

The game uses d10 (10 = zero) and you want to roll lower (generally). It's based on line-of-sight and they even had laser pointers to help judge angles. 


Seriously, without exaggeration, this was one of the coolest games I've ever played!

Sadly, I didn't get to finish since I had to get to my table for the game I was running. But Steve didn't let me leave without a parting gift. See, we here in Minnesota, live in the Land of the State Fair (our largest, longest, and most fattening tradition).

So, of course, I took home one of these:

ALIEN-ON-A-STICK!

SO MUCH FUN!!!

(Pics were kinda' fuzzy, sorry about that!)

There also was one game I didn't get to play but looked amazing.

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!

Monday, February 11, 2013

X-plorers still set for Con of the North

Con of the North is this weekend! I'm super excited, but also nervous at running a game at a con. I've been working up monsters, aliens, encounters, and more to get ready. It'll be in the Rad Astra setting* using the X-plorers rules. I'll have several copies of the players guide portion of the manual for people to use, and they'll get to keep it as well--plus a few other surprises!

Oh, and I'll definitely be taking advantage of "GM's perogative" in playing loose with said rules. I'm planning to devote more energy to making it fun than rules lawyering.


When? Where?
It looks like the game is set for Saturday from 8pm- 10pm. It's at the Holiday Inn St. Paul East--no word on what room yet. It's a short session, but I'm kind of glad about that. I think I can pack in about 2 big encounters, along with a decent amount of time to introduce the game to players and roll up PCs.

I don't see it listed on the Con of the North site yet, but I have a request in about that. Hopefully, they'll either get it up online or there is some sort of insert put into the programs at the con. As soon as I have more info, I'll post it.

Come out and play!
If you're thinking of going, you can still register on-site. I hope to meet some local gamers and have a blast!


*We'll be using standard X-plorers classes, but will have some Rad Astra-y skills from which to choose.

Thursday, December 20, 2012

Con of the North: Here come the Exonauts!

WELP, I REGISTERED. I'm all signed up for Con of the North, the big gaming shindig that takes place in the Twin Cities after we've all become sick of snow, the cold, and the indoors!

I'm excited, having never attended since it's been ages since I've had a chance to do some serious gamin'. Oh, and like a big dummy I went and sent a proposal to RUN A GAME. I've got no idea if it will be accepted or how this works. So we'll see I guess.

This is all only slightly terrifying as I've not run a game in a LONG TIME. I'm hoping I can get a few practice games before then.

It'll be X-plorers, since that's rules light and I can tweak the hell out of it. To make things even harder on myself, I'll run a one-shot adventure in the RAD ASTRA setting. If I'm going to go in--it's gotta be all in! I had to write a description for the listing (most listings are, thankfully, quite short) and I've not yet cobbled said adventure together--so I just gave a flavor for the source material:
RAD ASTRA: Far-out, Exploitation-style Space Opera
Take a rules-light sci-fi game and pack it with plenty of "spaghetti" space opera from the 60s, 70s, and 80s and you've got the makings of RAD ASTRA. You're part of a group of galactic troubleshooters--think: A-Team with rayguns, space yeti sidekicks, and sharp-shooting robots riding around in the Eagle-1 and taking down maniacal caped weirdos! 
So, sound like a game you'd be interested in?


Pertinent details:

  • Register for Con of the North before Jan. 5 ($25 for the weekend) or pay more at the door ($37 for the same duration). Single day tickets are also offered.
  • Con of the North - February 15-17 (Friday-Sunday) at the Holiday Inn in East St. Paul, MN