Showing posts with label saturday night space opera. Show all posts
Showing posts with label saturday night space opera. Show all posts

Friday, September 15, 2017

Announcing TABLETOP TESSERACT! A full day of sci-fi gaming!


Our little game event is growing up! We're proud to announce our first game festival! Tabletop Tesseract is a FULL DAY of sci-fi and space opera adventure! Join us at The Source on the second Saturday of October (Oct. 14) for 19 games (12 hours!) of outer space excitement.


Tabletop Tesseract is a FREE event! 

We'll have games for kids, novice players, and veteran space marines. All materials will be provided--in many cases, than includes pre-generated characters so you can hop right into the game.

Feel free to bring your own dice if you like, but we'll have everything you need to get started.

SATURDAY, OCTOBER 14

We can't take reservations, but please let us know you're coming! Click the image below to RSVP:


Arrive early, stay late! 

Seating is first-come, first served. Plan to arrive before posted game time. Program schedule is subject to change. 

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, April 1, 2016

Wanna hunt dinosaurs on Venus tomorrow?

Sounds like an April Fools gag, but no--we're serious! I mean, uh, kinda. I nearly forgot to get the word out about our first themed month for Saturday Night Space Opera. Throughout April we're winding the wayback machine to 19th century with some STEAMPUNK adventure!

Here's the first game, set for tomorrow night:

Note: Please be aware this is a BYO blunderbuss event.
Here's the mission brief from GM John Till:
ALL ABOARD: your ether flyer is now departing! Anyone can survive the Red Planet with its languid ancient cities and canals, but only the bravest and most adventurous (or foolhardy) head to the humid, prehistoric jungle hellworld of VENUS!
6:00 pm / Saturday, April 2
Source Comics + Games
 CREW WANTED:
  • No previous experience with Ubiquity necessary
  • Dice and character templates provided
  • As always, this event is FREE
RSVP now and let us know you're coming!

You also can RSVP on the SNSO Google+ Community page. Click the image below:

All our steampunk adventures for April take place amidst the etherways of space. Check out the full schedule on the Saturday Night Space Opera site. So will you be joining us for some otherworldly, Victorian-era escapades?

A: INDUBITABLY.

Monday, January 18, 2016

Cypher system returns for Feb. Saturday Night Space Opera!



I'm super excited about this one--THE STARLIGHT FILIGREE is an original adventure by Jenifer Doll that is practically ripped from the headlines. Jen has done an amazing job writing and GMing these big, cosmic mysterious for us to unravel. Having one set amidst an alien megastructure while we're all running around inside our mechsuit/bodies/robopants sounds pretty fantastic.

If you've yet to try the Cypher system, come to this game. It's very story-centric and uses some wonderful, elegant mechanics for resolving combat, skills, etc. Plus, Jen is always on top of her game with player aids and pre-gen material so you can fashion a character in short order. Here's her synopsis:

MISSION DETAILS:
The Descendants have lost Earth, their mortality, and their fear of the unknown. But then they found the Starlight Filigree, a mass of alien architecture encasing an entire star system--dwarfing their own Dyson spheres. They have sent you, mechwarrior and master of timespace, to enter the structure and make contact with whatever built it.
6:00 pm / Saturday, February 6
Source Comics + Games
RSVP now and let us know you're coming!

You also can RSVP on the SNSO Google+ Community page. Click the image below:
  PLAYERS:
  • BYO dice (d6, 2d10, and d20)
  • Pre-generated character templates
  • No prior experience with Cypher rules necessary
  • Check out this free preview of Cypher rules


    Illustration: Jenifer Doll

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.

Wednesday, December 30, 2015

TWO SNSO Games in January!

We've got a TWOFER in 2016. That's two Saturday Night Space Opera sessions--one this coming Saturday (the 2nd) and another the following weekend (the 9th).

Study up on the deets below, space cadets. Click the images to learn more and RSVP:

STAR WARS - January 2nd game at Source Comics and Games:


STRANGE STARS - January 9th game at Fantasy Flight Games Center:



Save the dates and come join us!

Monday, November 23, 2015

Dec. Saturday Night Space Opera: FASA TREK!!



To coincide with the recent CBS' announcement about a brand new Star Trek TV show in 2017 we're going out in style--FASA STAR TREK!! 

One of the game masters in our group, Erik Mornes, will be running a thrilling adventure he's calling WITHOUT A TRACE. It'll be old school FASA rules, set in The Next Generation era. (At least, post-Kirk and company.)

The mission takes place aboard the U.S.S Excalibur, an Ambassador Class Federation starship. Astute Vulcans will recognize it as the same class as the Enterprise C, highlighted in a few episodes of TNG.

MISSION DETAILS:
It started out as just a friendly conversation--until suddenly there was no one left to talk to! The crew of Deep Space 39 has disappeared. You and your crew, the U.S.S. Excalibur, must find out why--before they too are among the vanished.

6:00 pm / Saturday, December 5
Source Comics + Games
RSVP now and let us know you're coming!

HEY, PLAYERS:
  • No previous experience with FASA rules necessary
  • BYO dice (2d10)
  • Character templates provided
  • As always, this event is FREE

VISIT SATURDAY NIGHT SPACE OPERA!


Image: Enterprise C model by Propstore.

Thursday, October 22, 2015

Psions and mysteries take over November Saturday Night Space Opera



Psst, hey kid! Here's your chance to preview a game we're hosting at the 2016 Con of the North. This is a super not-so-secret preview of an original adventure by gamemaster Jenifer Doll titled AMONG STARS AND WOULD-BE GODS! This one-shot mystery adventure uses the Monte Cook Games' new Cypher system (the same rules as Numenera and The Strange).

MISSION DETAIL:
You’ve never seen the world outside the walls of the Project Psion Research Center. Its mission--to improve humanity--has dominated your entire life. You’re used to the automated nature of your world, but you haven’t seen the researchers in weeks and something feels very wrong. It’s been long enough now that you and your fellow subjects have no choice but to try and escape the facility.
6:00 pm / Saturday, November 7
Source Comics + Games
RSVP now so we know you're coming!
YO PLAYERS:
  • BYO Dice (d6, 2d10, and d20)
  • Character sheets will be provided
  • No prior experience with Cypher System is necessary

Tuesday, August 18, 2015

Next Saturday Night Space Opera: Charles Stross' Laundry Files!



We've got another new spin on the Cypher System! Regular SNSO player and awesome gamemaster in his own right, Matt Towle will be running DARK SIDE OF THE MOON based on Charles Stross' Laundry Files.

It takes the world of Stross' books (think Lovecraft meets an underfunded Ministry of Magic) and mashed them with the Cypher rules (of Numenera and The Strange) from Monte Cook Games.


The result is a spy-fi thriller through the lens of an overburdened British bureaucracy. Players take up the role of a special agents sent to investigate supernatural on the moon...but without the resources of a well-funded special ops ministry. As Matt puts it:
Space:1969. While NASA spends millions on cutting-edge rocket technology, your cash-strapped ministry just gave you a wetsuit and a subway token. Next stop: the moon!
6:00 pm / Saturday, September 5
Source Comics + Games
RSVP now so we know you're coming!
PLAYERS:
  • BYO dice (d6, 2d10, and d20)
  • Character sheets provided
  • No prior experience with Cypher rules necessary

Monday, July 27, 2015

It's the new Cypher system for August Saturday Night Space Opera!



I'm so excited for the August SNSO--we've got another new GM running the barely-out-of-shrink-wrap Cypher system from Monte Cook Games. It's the same story-driven rules as Numenera and The Strange, which I've played and LOVE. In fact, our June Numenera game has taken off as a regular campaign on a different night.

Now one of the players in that game--and a GM herself--Jennifer Doll, is running an original hard sci-fi space adventure called RUNNING COLD.  

MISSION DETAIL:
On a moon orbiting a gas giant planet, workers mining a rare and valuable element used to initiate cold fusion begin to go missing. You're part of a team of investigators sent to determine the truth. Dive into a rich world of interstellar mystery, action, and suspense! 
6:00 pm / Saturday, August 1
Source Comics + Games
RSVP now for RUNNING COLD!
 
  • BYO dice (d6, 2d10, and d20)
  • Character sheets provided
  • No prior experience with Cypher rules necessary

Check out this free preview of Cypher rules

Wednesday, June 17, 2015

Join the Cosmic Patrol at Free RPG Day this weekend!

Calling all Patrolmen! Come explore and protect the solar system in a retro space game this Saturday at the Source. I'm running "The Doomsday Protocols," a quick-start adventure for Cosmic Patrol by Catalyst Game Labs.

The particulars:
  • 6pm - close at Source Comics & Games 
  • Pre-generated male and female characters will be provided 
  • BYO polyhedrals

Seal your space helmet and buckle your jet pack for some ray-blasting pulp adventures!

Thursday, May 28, 2015

June Saturday Night Space Opera: NUMENERA!

One week from Saturday we'll be back at it again at the Source to jump into the Ninth World: Numenera! This is your chance to check out this gorgeous game, which is big on story and light on rules crunch (it uses the Cypher system, the same rules as The Strange).

This is the first Saturday Night Space Opera where I give the gamemaster duties over to another capable captain, so I'm really looking forward to being a player, for once!

6:00 pm / Saturday, June 6
Source Comics + Games
RSVP now so we know you're coming!

Visit Saturday Night Space Opera now for more details. Come join us--and remember it's BYOP (P = polyhedrals)!!

Monday, April 20, 2015

D6 Star Wars Space Heist recap: PART 2


Well, best laid plans are sometimes blasted to tiny particles by turbolasers. In the previous play report, I talked about how a big action scene was skipped (though plenty of other action still took place). This time around, things got down right methodical.

We had two new players join the group, while one from the previous session was unable to attend. That character (Hera) was on a "side mission" for Daelu. Her astromech, was conveniently left behind to assist in the mission.The new PCs included:
  • Thall Joben from the DROIDS tv series! He's a speeder racer, which woulda' been PERFECT for the previous game. But whaddya gonna do?
  • A Mon Calmari first mate. I can't recall his name while I write this, but he's sort of a technical dude (starship repair and gunner) who's well versed in bureaucracy. So pretty much like a GM certified mechanic, I'd imagine.

The new players added a great dimension to the game in the way of strategy--especially when it came to determining how to approach the base. This is the "figuring out how they're going to pull the job" part of the adventure.

Da-Dah-Da-DAAAAA!

PLAYER PRO-TIP: If you spend a session on investigation and strategy when the big action scene was supposed to go down and you don't play for another month, you've just given the GM more time to think up more nastiness to revisit upon you on your next session. Game wisely!

Of course, this is all in jest. I did ramp up their timeline--instead of a week in game-time, they get 72 hours to get their gear and get on with the mission. A quick side trip to see if they can find out find out the source of the cargo vessels.

Anyway, blah, blah....

COMMENCE INFODUMP:

  • The PCs were given the layout of the base, per some of Daelu's Bothan spy brothers. Since the last session, he's begun getting more of his pals on board with the rebels. The Bothans are building their spy network.
  • The plans confirmed that the base is heavily protected, though some of the Empire's signature vehicles like the walkers aren't present due to terrain and giant vines. Instead there are several squads of jungle scout troopers and speeders. 
  • The facility is essentially a super secure IT building for the Empire, housing the plans and beaming a constant stream of updates through a secure channel of linked probe droids. The data is easier to manage and now protected by killer robots. If one should self-destruct or be taken out, it drops off network and the Imperials are immediately alerted.
  • So the PCs, fearing detection decide to test the cloaking device and do a scan of the gas giant's system and check out the moon the base is on. 
  • Melaku (the gas giant) has a weirding field of electromagnetic flux. Several large iron core asteroids have been towed into place by the Empire and fitted with sensors. Their high metallicity ends up reflecting the gas giant's field back into itself. It's one giant E/M blanket. Any ship that flies inside the orbit of these satellites--and doesn't have a cloaking device--is immediately detected by Imperial sensor scans. The entire field magnifies sensors! 
  • The jungle moon, where the base is located has a single centurion probe droid that acts as majordomo for all space transport to and from the planet. It actually travels back and forth between the base to relay data. Any transmission from the droid would be likewise picked up by those big reflectors on the other moons and the Imperial armada would be there to take care of any unwanted guests. 
  • They do a flyby of the moon to get a close look at the base, which looks to be exactly as the plans they've recovered.
  • So how does the base relay it's real-time holonet code of the DS plans to Imperial contractors? A hyperspace transmitter! Works on the same principles as a hyperdrive, but it's beaming info directly to a network of probe droids hidden in hyperspace that then relay encrypted data almost instantly. It's the transmitter's control computer--a sentient A.I.--that needs to be hacked to get the code. 
    Bothan brandy makes Lobot's circuits all tingly
  • The computer core is split into 3 "personas" and it takes 2 to get a complete code. Communicating with the cores requires a protocol droid with unique modifications. Only 3 known individuals are said to know how to make the upgrades. One is one is dead. One is on Coruscant. The other is on.....BESPIN!
  • Thinking (correctly) that there wouldn't nearly the Imperial presence on Bespin as Coruscant, our heroes depart for Cloud City.
  • Dalelu says it might be a good idea to bring along a little "incentive" so Chin Duo loads a crate of his best Bothan brandy in case they need to grease the wheels in negotiations. 
  • When they're introduced to the city's administrator, LANDO CALRISSIAN, the gift make for smooth introduction and he agrees to lend out the services of his assistant, the top A.I. expert in the quadrant: LOBOT! The cyborg makes the necessary mods to "Spare" so he can talk to the cores.
  • Calrissian says he wants in on whatever the PCs find. He needs leverage with the Imperials should they decide to interfere with his Tibanna gas mining operation. He lets them know that the Imperials have indeed built this "superweapon" they keep hearing about and intend on testing it...in the next 48 hours!
  • NEXT TIME: The team is off to Melaku to begin their mission, now with a working cloaking device and a suped-up protocol droid. 
  • Hopefully, the intelligence they've gathered is correct....
SPAR-3 gets an upgrade
Lessons learned:
So I failed to deliver on the "Big Damn Heroes" aspect I'd managed in the previous game. The "exciting conclusion!" is postponed for one more session. But I assure you, the PCs are now painted into a very tight corner, so it's do or do not (there is no try!) for Part 3.

And if they live through that session, I have an even more exciting "bonus" adventure, so it could stretch to a forth session. We'll have to see because we're now running into scheduling issues with the next few SNSO events.

We've got a "make-up" game for this coming up, with the exact date and time to be decided. But I'm looking forward to throwing the players into the deep end with a combat-heavy session!

UPDATE: Part three has yet to be scheduled. Stay tuned for the thrilling (for real this time) conclusion!

Monday, April 6, 2015

Guardians of the Galaxy take over SNSO on Free Comic Book Day!


Well look at that--the very next Saturday Night Space Opera lands smack dab on FREE COMIC BOOK DAY! John and I have chatted many times about what we think the perfect game would be for that day and the answer has always come up:

...because obviously. But Mr Till is also a fan of the old Guardians--the ones before Star-Lord and his merry bunch of a-holes. So we're throwing these guys in too:


...and then we thought why get some Avengers on board, plenty of them have fought along side the Guardians at one time or another. And of course a dozen or X-men who've been in space. And who could forget the Fantastic Four--who BEGAN their adventures in space.

When you think of it, who really hasn't been a part of the Marvel Cosmic Universe?

So come FCBD, there's gonna be an all-out space brawl at the Source Comics and Games! It also seemed totally obvious that in the spirit of all things from the 80s, we should be playing the TSR version of Marvel Superheroes.That's right, FASERIP BABY!

Bring on the totally tubular colored charts!
Speaking of the Source, co-owner Bob has been mega supportive of us playing that night. He's a righteous dude and we're super grateful to him for letting us be a part of the celebration at the Source!



One final thing, to attend you gotta RSVP on the SNSO CONTACT page. Include some contact info (email or phone) so we can confirm your seat prior to the event and ensure we have enough GMs. It's gonna be BYO 2d10 and pre-gens galore will be available to choose from. 

Starts at 6:00 p.m. on Saturday, May 2
Source Comics + Games

 SEE YOU KNOWHERE!



D6 Star Wars Space Heist recap: PART 1

I'm SO behind on posts these days, but hopefully this will get folks up to speed on my "steal the Death Star plans" mini campaign (designed to be a two-parter) that I'm running for Saturday Night Space Opera.


Before you go any further, check out the opening crawl, which sets the scene and time in the Star Wars universe.

So in our first session, which took place in March, we had three beginning PCs (all played by veteran roleplayers though admittedly, none of us have played WEG Star Wars in a loooooong time).
  • Chin Duo - Human smuggler, captain of The Betsy (modded YT-2000ish series freighter)
  • Hera - Twillek pirate and her astromech companion R2-B3
  • Zexy - Human cyborg pirate with protocol droid SPA-R3 (a.k.a. "Spare")

"The reward will be...more well than you can imagine."
They're individually recruited by a podracing team franchise owner named Daleu H'rndhar, a Bothan businessman turned spy. His team is competing in a race on Malastare (yes, Qui Gon, the races there are indeed very dangerous). The PCs are being hired to become part of his team to pull of the biggest heist in the galaxy--stealing the plans to the Death Star! He's offering competent takers a spacecruiser full of credits to join his crew.


After bribing, charming, or conning their way into the VIP lounge to meet their future boss, they get a few details about their mission and then get their first test--chasing down a would-be assassin attempting to take out Daleu. See, there are a LOT of people trying to get these plans--including a rival Hutt cartel, run by Neku the Hutt. She's as ruthless as they come and keen on taking out the competition.
A much better racing movie, BTW.


After some EXTREMELY lucky rolls, they catch up to her (something that was supposed to happen AFTER a really exciting chase which spilled into the giant, orbital corkscrew raceway filled with in-track booby traps and involved the characters taking over pods in mid-race to apprehend her ...BUT WHATEVER.).

Instead, they catch her almost immediately. :-( She offers up only clues to a deeper conspiracy (a strange tattoo, and a warning that "more are coming". The assassin bites down on a cyanide pill and dies, like a true professional.

The PCs have attracted a lot of attention and more of Neku's gang are on their way, plus racestation police. The PCs, uh, "hide" her corpse, in hopes of avoiding blame...in a space ficus plant. (What do you want? They caught her in a large, well-lit hallway!)

"We're in a bit of a rush, so if you'll be so kind to step aboard, it would be appreciated."
The Betsy
They make it to Chin's ship, The Betsy - only to find more of Neku's thugs. Playing coy in a confrontation of scumbag posturing, the PCs take Neku's band by surprise--out scoundreling them to get close enough to set their blasters under the chins of the thugs.

Neku's crew is forced to disarm, give up their credits, their IDs and the keys to their ship in another hangar. Again, time is of the essence, so they board quickly and make their way out of system, leaving the Neku gang tied up with their own clothes.


The PCs hyperspace the hell out of there on their way to Daelu's private offices on an asteroid, picking up more mission details from him on the trip. When they arrive they begin making a list of the gear they'll need for surveillance on the secret base--a moon orbiting the gas giant Melaku. The base is heavily fortified and remotely placed in the middle of a giant megaflora forest of supervines and enormous bramble patches.

Daelu's technicians work for hours to install a state-of-the-art (that means untested) cloaking device on The Betsy. Along with some speeder bikes in case they run into Imperial entanglements on vineworld.

Daelu's homebase
Before too long, another assassin happens along--the Bothan base has been compromised! This time the assassin gives up more details, but not before being "spaced" in a pressure suit with one hour of air. Pirates and smugglers know how to interrogate! The Bothans, being Daelu's gambling and race pals, of course take bets on how long the unlucky chump will last.


"I have a bad feeling about this."
Enough information is gained that they now know there's not much time to lose--they'll need to get to the moon and do some quick recon before the rival gang gets the prize. And worse, all these antics have attracted a big name bounty hunter, Bossk smells blood in the water and he's on his way!

Not a nice lizardman


But is he working for the Imperials? Neku? Alone?

NEXT: Part 2 - New team members!


A few things I am (trying) to accomplish in every game:
  • Fast character generation, using templates (sorta successful, but helped that the players were knowledgeable). 
  • Big damn heroes, doing leaping-before-looking action, preferably with blasters.
  • Some scoundreling skills (bribing, conning, etc) to stay true to the Ocean's Eleven style of the premise.
  • Name-dropping if not cameos from movie Characters to give the story a sense of connection and "bigness" while still including...
  • Stuff you've never seen in the movies...like giant corkscrew raceways that are filled with all sorts of cool cinematic speeder action (sigh...).

Friday, April 3, 2015

Opening Crawl for Star Wars heist, a.k.a., stealing the Death Star plans

I'd meant to post this earlier, but it's good that I'm doing it now because it's jogging my brain while I finish up the adventure for tomorrow night's Saturday Night Space Opera.

Following is a version of the scroll I read aloud to the players at the beginning of the March game. I'll read it again as a recap for returning and primer for newer players.


Episode 3.95

EYE OF THE DIANOGA

It is a time of galactic oppression! The newly formed Rebel Alliance has intercepted Imperial transmissions from Grand Moff Tarkin himself that speak of an incredible super weapon with which to terrorize the galaxy.

Reports from all over the galaxy have been streaming in for months: nearly a third of the Empire's military resources have pooled together to construct something beyond imagination.

Rebels spies have located a research facility in the mid-rim of the galaxy. On a secluded moon of the gas giant MELAKU, in a dense jungle of giant foliage and twisted vines, hides a stronghold where the purported blueprints were developed-- codenamed: DIANOGA.

The rebels have put out a galaxy-wide call for bounty hunters, code slicers, mercenaries and spacers of fortune to find a way inside and steal the plans. Only you and your team of scoundrels can break into the heavily guarded facility and prevent annihilation. 

Your adventure begins in the MALASTARE SYSTEM, aboard an orbital repulsorpod raceway. Your contact, Bothan racing team owner DAELU H'RNDHAR, will have your mission details.


MAY THE FORCE BE WITH YOU





Note: I'd really hoped to use the Star Wars Crawl Creator for the first time, but it's not very customizable. :(

Monday, March 30, 2015

DEATH STAR HEIST: THE CONCLUSION!



Calling all interstellar bounty hunters: part 2 of 2 in our Death Star blueprints heist is set for this Saturday, April 4 at the Source. We're looking for a few good scoundrels. Join us for the biggest take in the galaxy, won't you?

Click image to enlarge flyer 

[UPDATE: April 4 is the correct date. A previous version of the flyer was incorrect.]


Friday, March 6, 2015

TOMORROW WE STEAL THE DEATH STAR PLANS

Here's a cheesy (poorly designed) flyer for tomorrow's Saturday Night Space Opera game. We're a pulling a space heist to steal the plans for a weapon that can only spell certain doom for the Rebellion.





Wanna' come?

Monday, February 2, 2015

MORE SATURDAY NIGHT SPACE OPERA!


Our next session of X-plorers for Saturday Night Space Opera is THIS Saturday. Get yourself to the nearest hyperspace communications console and RSVP NOW!


Click flyer image to visit the website for full details and directions!

WHERE: Source Comics and Games in Roseville, MN
WHEN: Saturday, February 7 / 6:00 p.m. - close!

Previously

Wednesday, January 7, 2015

Saturday Night Space Opera Part 2: Rad Astra Play Report!


If you've had a chance to digest my previous post on Saturday Night Space Opera's inaugural event, then you're now ready for this (as short and sweet as I can recall) summary of the actual RAD ASTRA game play:
  • Four players chose three standard X-plorers classes: Technician (the team's pilot), Scientist, and Scout. One chose my custom class of Astrosassin (heck yeah!). 
  • Plot involved them being hired on a centuries-old (and it shows) space station called Sanctuary Six in a backwater part of the galaxy referred to as "The Shallows". They were hired by one Captain Harford Fenn, an old smuggler specializing in do-or-die cargo runs, pushing retirement. The team met for the first time in a rundown saloon. 
(Fig. 1) Space station: Sanctuary Six
  • Their mission was to take aid supplies through pirate-infested territory to a colony on the planet Cerellis VI.
  • Colony communiques have been confusing for weeks, with garbled messages from the administrator giving panicked updates on how their original 100 settlers had dwindled to less than 15. No further details were given.
(Fig. 2) Cargo ship: The Radium Tear 
(Fig. 3) Captain Harford Fenn
  • Fenn's ship, The Radium Tear, is a mid-sized freighter that's fast in hyperspace and well armored, but slow at sublight speeds. As such, he travels with an entourage of small, pointy single-pilot fighters called the Minutemen. 
  • The Tear's crew are the four "mission specialist" PCs, plus two other regular members they've not yet met.
  • Because the planet they're traveling to is located in unclaimed (and therefore fair-game for pirates) territory the freighter will drop them into orbit via a trim little shuttle craft with a three 1x1x1 meter cargo pods filled with humanitarian aid supplies.
  • They boarded a station tram to make way to the ship dock and ended up catching a shifty character looking their way. Though the Astrosassin was brave enough to try and confront him, said miscreant gave them the slip.
(Fig. 4) He just doesn't look very trustworthy....
  • At spacedock, Captain Fenn filled them in on the ship's compliment and other mission details. They boarded and the "aid supplies" were loaded aboard.
  • Once the ship was in hyperspace the PCs took to grabbing a meal in the galley, but overheard yelling in the corridor.
  • The astrosassin spied the captain being threatened by the ne'er do well from the tram! He was one of the Tear's crew members.
  • The other PCs arrive just in time to scare off the dude, who bolts for the shuttle bay. A confrontation in the bay escalates into shots fired and tranquilizer needles readied (Scientist Till had no firearm on him at the time).
  • The team brought down the renegade crew member (injuring him, but not killing him) just as Fenn huffs and puffs his way into the shuttle bay. During the fracas, the assailant was injured--or damaged, really, as he turns out to be an android!
  • During their interrogation, the android refuses direct answers---only spewing hateful barbs at the crew, as well as some sort of greenish-black liquid. He says he's working for a space pirate named Argal, Basically, they're walking into a trap. The team agrees to take up battlestations aboard the Radium Tear to fight off any incursions.
  • The captain informs them that they've actually only got minutes before they're out of hyperspace---giving them little time to prepare for an ambush. The captain tells them to make their delivery and he'll hold off any space hostiles as long as he can. To prove he's serious, he transmits their payment transfers---in full---back to Sanctuary Six. All they have to do is make it back to the station in one piece to get paid.
  • At this point, several of the players have a protracted debate about what to do:
    • Three players want to board the shuttle and make a dash for the planet and complete the mission
    • One player wants to man a gunnery station on The Radium Tear---hoping to defeat the pirates and make off with the cargo (which he hopes to open, sell, and/or make it back to the station to collect payment regardless of making the delivery. SO MANY MORAL DILEMMAS, that guy.
  • The other PCs convince him to shut up and get on the shuttle. They scoot the dingy out of the bay an into a full-on starfighter dogfight!
(Fig. 5) Quick and durable Minutemen fighters escort the Radium Tear

(Fig. 6) But faster, more numerous pirate starfighters overwhelm their enemies!
  • Minutemen fighters are doing their best to hold off the pirate ships which outnumber them 4:1. The pirate craft are numerous and very fast, but light on firepower (they rely on swarming their enemies). 
  • Another debate ensues over whether to gun the engines or try and fool the Argal into thinking his android is still steering the ship. The latter strategy is employed and fails. So it's a race to make cloud cover on the planet below. 
  • The Minutemen buy time as the shuttle escapes the fracas. The Radium Tear explodes, taking with it their employer.
  • A massive pirate spaceship emerges, it's Argal chasing down his prize.
  • The Minutemen break off and make for the planet as well (in pairs, but in differing trajectories and not along the same path as the shuttle).
  • Our game time had run out, but not before the crew had a chance to break atmo and see just how horrific the planet is gonna be next time:
(Fig. 7) Planet of thistle, bramble, and thorn!
TO BE CONTINUED:
  • Final twist of the knife: as a parting gift, the PCs learned their shuttle was very badly damaged (only 1 hull point left!) and so they'd need to find alternate means off the hellscape planet! 
  • The crew is on the lookout for Jem Quimble, security chief for the settlement on Cerellis. She's the only one who can open the cargo and ensure they get paid. But they have to FIND her first! 
(Fig. 8) Security Chief: Jem Quimble
Other stuff:
  • Hilariously, the Source made an announcement over their P.A. system about me GMing the game! The flood of people rushing the table nearly put me in the hospital. Actually, I almost died of embarrassment, but John and I had a good laugh.
  • Anyone wishing to run their own space opera game at the Source for SNSO should let me know and I'll custom make you a sign for your table. We're working to turn this into a regular Saturday event with multiple games going.
  • The next game is set for February 7 at 6:00 p.m., RSVP if you want to join in or GM your own space opera campaign.
  • My play report for next month won't be so lengthy, but I wanted to capture the fun of that first night (thank you for reading, if you've made it this far!). I'm sure John will chime in if I've missed anything good. ;-)



Image credits:
Fig. 1 Space station by John Harris
Fig. 2 Nostromo concept art by Gavin Rothery 
Fig. 3 Sergeant by Penko Gelev
Fig. 4 Cropped from UFO movie poster
Fig. 5 Arrowhead LEGO spaceship by Damien Labrousse
Fig. 6 IRD-A fighter from Star Wars: Han Solo and the Corporate Sector Sourcebook
Fig. 7 Still Frame from Fantastic Planet
Fig. 8 Space Girl by Travis Charest