Sunday, April 5, 2026

Runaround and a Red Herring Avoided

Just finished up a session of Missions & Mayhem: Cryptids & Conspiracy. 

The mission was to investigate strange things going on in a small Indiana town. Why Indiana? Well, first of all I went to college there so it's an area I know well. Second, Indiana is sort of the liminal space of U.S. states. It's just so bloody normal that you know weird things have got to be going on there. 

Anyway, for this mission, there were obvious attempts by the shadowy conspiracy group to divert them from their mission. Also, competition to solve the mystery first. There didn't end up being a showdown with agents of the conspiracy, but the party fairly quickly diverted from the red herring (not knowing yet that it was a red herring) into the clues that led to the actual mystery. 

It was a lot of talking, and not much die rolling. I got to play a bunch of quirky small town NPCs (many based on or at least inspired by folks I knew either growing up in Illinois or from my uni years in Evansville). The players seemed to enjoy it, especially when one of my NPCs struck a chord and they could recognize that exact sort of person from their own experience. I did a few voices, but mostly stuck to impressions of mannerisms and different speech patterns to differentiate the various NPCs. It was pretty fun for me, too. 

Before we got into the adventure, we went over the Cryptids & Conspiracy advanced classes. Jada's Hero (PC) Sarah doesn't qualify yet, but she's interested in taking the Occultist class to get some ability with magic. We haven't done any occult/spiritual/undead adventures yet, but that will probably be coming soon. Next adventure, I want to lean into the psychic ability rules. Justin suggested they all make new psychic powered PCs and we do a power battle. 

I could probably run with something like that. Maybe the psychics and battle minds have to escape from captivity in a secret research institute run by the conspiracy group. Then we could go back to the regular PCs who are investigating. The players will have new knowledge of the conspiracy group, like when we get to see scenes in a book or movie from the bad guys' perspective. 

Friday, April 3, 2026

The Netrun is Just Another Dungeon (and That's a Good Thing)

I'll admit I have very little experience with cyberpunk themed RPGs. My cousin borrowed Shadowrun from a friend back in the early 90s and we looked through the book. Maybe made characters? And that was it. In the 00s, my buddy Steve had some Forge-inspired story-first games he was developing, and we did some cyberpunk themed games with that. Alex tried to get a RIFTS game going around 10 years ago, which had some cyberpunk elements but was really more superheroic/mecha oriented. More recently, at the Busan Tabletop Gaming Con, I got to play in Keith's Cyberpunk RED game, which was a lot of fun. I think that's about it. 

And yet, while cyberpunk is not my go-to sci fi subgenre, I do really enjoy the themes and aesthetics of it. And I've got some (I think) good ideas for my Missions & Mayhem cyberpunk campaign module, which for now I think will be titled Neon & Nihilism. (Unless I can think of something better in the meantime). 

In M&M's base rules, computer hacking is designed to be relatively quick and painless for the group, as most often only one Hero will be hacking while the others wait around. Make a few quick choices, a few quick rolls, and maybe have to deal with some complications before you succeed or fail. 

For N&N, though, the netrun is probably going to be a fairly important aspect of the campaign. And one complaint I've read about with that in other games is exactly what I was trying to avoid with the main game's hacking rules -- one player taking up a large amount of the game session on the hack/netrun, while the other players sit around twiddling their fingers or scrolling on their phones. 

For N&N, I think I've got a good idea to handle this and get everyone involved. Each Hero (PC) will have a net avatar. This is a secondary character that represents the Hero in cyberspace. The Avatar will have its own class (I'm thinking a Fighter/Thief/Wizard style trio). And the Net will be dungeons. In order to hack into a company's system, the Avatar adventuring party will have to brave the dangers of the dungeon to collect the treasure (whatever info or sabotage they have planned for the netrun). 

The Fighter type class (Cyber-Samurai?) is there to battle security modules and sentient programs to protect the other runners. 

The Thief type class (Shadow Slicer?) is there to retrieve (or plant) whatever needs retrieving, as well as outwitting security programs. 

The Wizard type class (Code Mage?) is there to try and rearrange the virtual environment to the runners' advantage, and will have some limited specials (spells) that can help with combat or infiltration/exfiltration. 

A corporate computer system, internet construct, or AI becomes a series of encounter areas with various challenges meant to keep the party OUT, or eliminate them once they get IN. And somewhere in the maze of programs, data files, subroutines, and whatnot is whatever goal the netrunners are after.  

So pretty much like a D&D dungeon crawl. 

The upside is that the netrun becomes its own adventure, and everyone participates. The downside is that the netrun becomes a dungeon that needs to be prepared, and that players will need two separate character sheets for the campaign. 

I'm also not sure yet how advancement of the meatspace Hero will affect the netrunner Avatar, and vice versa.  

Luckily for me, our modern age isn't that far removed from the typical dystopian cyberpunk setting. Late-stage capitalist megacorps, invasive surveillance tech, government controlled by the oligarchs, and the masses mostly sheep willing to stare at their screens all day waiting for the next dopamine hit. So I won't need to add a lot to the meatspace side of the rules (maybe some replicants, a few gene-splice mods, some cyberware, a bit more near-future tech). M&M can already handle a lot of that. Most of the focus of the book can be on the netrun aspect of the campaign. 

Friday, March 20, 2026

Stargrave Preparations

Recently, Justin, Peter, Denis and I played a round of Stargrave. If you don't know, Stargrave is the sci-fi themed cousin to the tactical minis board game Frostgrave. 

In it, teams of sci-fi marauders fight each other and try to collect loot boxes from the field. It can be played as a one-shot (as we did), or as a campaign. In campaign mode, the loot you collect helps you power up your team. 

Justin is thinking of trying to get a campaign going, and suggested that we might all want to get our own custom minis to use for our teams. 

Well, it doesn't take much to get me wanting to buy and paint more minis! 

After a few quick searches, I found a 3D printing outfit in the UK called Ott's Workshop that sells via Etsy. Nice looking sculpts, reasonable prices, and reasonable shipping to South Korea. 

So, I bought two related sets to get myself a team. I've got them all painted up already. 


Two snipers (Crowe and Frost?) plus kneeling Dietrich

Hicks in the center, and Apone on the right. Maybe Wierzbowski kneeling?

On the left is actually Future War John Conner from one of the Terminator movies. Plus Drake and Hudson.
 
Frost and Vasquez flank what seems to be a cross between Ripley and a Future War Sarah Conner.

 Ott's Workshop threw in some extra figures for free. There's a goblin wizard that I haven't painted up yet, but also these guys: 
 
This guy needs no introduction.

The exposed endoskeleton didn't turn out quite the way I wanted, but good enough.

Gave Ripley a bit more melanin, since the group was pretty pale overall. Plus, there's the Ripley (Sarah Connor?) mini above. Dallas, Brett and Parker looking relaxed. 

 
I'm pretty happy with how the figures turned out. I didn't do much fancy work on them. Most of the detail is from the sculpts and the clean printing. Good enough for a Stargrave campaign!
 

Thursday, March 19, 2026

The Boring Math Post

 I've mentioned already that for Missions & Mayhem, I came up with what may not be a novel mechanic for general proficiency checks, but at least one that's fairly uncommon in my experience. Characters all start with Basic level proficiency in all areas. This is both due to action movie logic (everyone has a chance to fly that helicopter), but also for game expedience. One problem with d20 Modern (and other 3E-forward games) is the way feats and skill training can prevent you from doing things that maybe every character should at least be able to try. 

At Basic level, if you want to perform an action covered by a proficiency in combat or other tense situations (usually no or few rolls in non-tense situations), you roll 2d4. 

At Skilled level, you roll 2d6.

At Advanced level, you roll 2d8. 

Difficulties for most tasks range up the odd numbers from 5 to 13. I haven't put anything at 15 yet, but that's still a possibility. There may be one or two things on an even number (an 8, for example), but mostly I've used the odd numbers since that's what the Classic D&D Turn Undead chart uses. 

Certain situational factors may give advantage or disadvantage on rolls. For these general proficiency 2dX rolls, advantage means rolling three dice and taking the best two. Disadvantage is rolling three dice and taking the worst two. I messed around with rolling 2d6 and 2d6 but it's easier to just add one die to the roll than have people roll twice (or roll four dice in two different colors). 

Using anydice.com to calculate these, I have the following percent chances of success for the various task difficulties: 

 

Difficulty:

5

7

9

11

13

15

2d4

62.50

18.75

2d4 Advantage

82.81

39.06

2d4 Disadvantage

35.94

6.25

2d6

83.33

58.33

27.78

8.33

2d6 Advantage

94.15

80.56

52.31

19.91

2d6 Disadvantage

64.35

31.94

10.65

1.85

2d8

90.63

76.56

56.25

32.81

15.63

4.69

2d8 Advantage

97.85

91.80

79.30

58.59

33.78

11.91

2d8 Disadvantage

77.93

53.71

30.08

13.48

4.49

0.78

 

One more factor to consider is that there is a Gamble mechanic.  I came up with this as a way to add some player choice into the chase mechanic (which is best 3 of 5 contested rolls). Then I realized it also works for other 2dX checks. Why not gamble when trying to defuse a bomb, hoodwink the Prime Minister, or land a plane after the pilot passed out from eating bad fish? 

For the Gamble, players can pick one of their ability scores. They roll a d20. If they get their score or less, they get a +1 on the related general proficiency check. If they roll over, they get a -1 penalty to the check. A character can gamble on each ability score once per game session. 

This way, even if you're rolling 2d4, you've got a slight chance to get a 9 if you need it. Or a 13 if you're rolling 2d6.  

Friday, March 13, 2026

Lock and Load

 A few weeks ago, I posted about the double-tap, burst fire, and spray fire rules I was working on for Missions & Mayhem. 

If you don't want to click the link, the gist is that following d20 Modern, I had the attacks take a penalty which then resulted in greater damage on a hit. Game mechanics wise, that makes sense. But both as a simulation and as a player trade-off decision point, my players were not happy and I was OK with it, but not in love with the mechanic, either. 

I'd considered, and several players said they agreed, that a bonus to hit but normal damage and extra ammo expended would make for a better trade-off in game, as well as being more realistic.

Reader Avi suggested in a comment that the damage bonus should only apply at short range. 

Considering all this feedback, my new rules for firearms use look like this: 

Basic Ranged Weapon proficiency: use basic ranged weapons at no penalty. -2 to hit with firearms (single shot/semi-auto mode), -4 to hit with military (autofire mode firearms, launcher) weapons. 

Skilled Ranged Weapon proficiency: use basic and firearms weapons at no penalty.  -4 to hit with military weapons. Double-Tap and Suppression Fire can be performed. 

Advanced Ranged Weapon proficiency: use any ranged weapon at no penalty. Burst Fire and Spray Fire can be performed. 

Double-Tap: Fire two rounds as one attack, with a +2 bonus to hit. At short range, the attack deals +1 die of damage. Normal damage at medium or long range.

Suppression Fire: Empty the current magazine (minimum 5 rounds, belt-fed machine guns use 20 rounds) in one direction, targeting the area (AC 11). On a hit, all characters within short or medium range in that field of fire must make a will saving throw or dive for cover, losing their actions for this round.

Burst Fire: Using a weapon with autofire capability, fire five rounds at a single target as one attack, with a +4 bonus to hit. At short range, the attack deals +2 dice of damage. Normal damage at medium or long range. 

Spray Fire: Using a weapon with autofire capability, fire ten rounds as a single attack targeting a 10' square or 5x20' line (AC 11). All in the area must make a reflex save or take normal damage.

I'll see how this works on Sunday as the party continues their exploration of Dinosaur Island. Well, I suppose they probably won't try to use suppression fire on dinosaurs...but maybe they will?

Tuesday, March 10, 2026

Infinite Cryptids!

 For Cryptids & Conspiracy, the first campaign module I'm working on for Missions & Mayhem, I want to keep things brief. For this reason, I've got only a handful of cryptids, aliens, paranormal entities, and prehistoric beasties statted up for the game. 

However, I've got a "Create-A-Cryptid" system for GMs to make their own. It's got guidelines for giving the creatures stats, and also several random tables for the cryptid's appearance and behaviors. With that, a GM will never run out of strange creatures for their Heroes to investigate. 

I finally finished up the creature section. Yesterday, I wrote some guidelines for how to structure missions (adventures) in the game. Most cryptid hunts won't be "dungeon" adventures, although a haunted house could be. So I've got guidelines for using the 5-Room Dungeon narrative structure in a more loose sense to stage not five encounters in five locations in a row, but five stages of a mission with some advice on the types of possible encounters that could happen in each stage. 

So, to keep score, I've got complete: 

Advice on what sort of campaign this is (or could be with modification)

3 Advanced Classes

Psychic Powers

Relevant Gear/Vehicles/Weapons

Guideline for creating Conspiracy groups

Creatures

XP guidelines

Mission creation guidelines 

 

What I still need to finish: 

Freelancers/Hirelings/Services (halfway done)

Occult and Alien Devices (notes only) 

Example Missions (I plan to include two or three short ones)

___________________________

So I'm almost done with this. Of course, I still haven't finished the Mission Creation Guidelines for the main rule book. Need to work on that, too. That and a bit of a better introduction/explanation of the game at the start are all I need still to work on for the main game. Well, of course there will still be some adjustments as I continue to play test it.  

After Cryptids & Conspiracy, I'll probably start working on Bughunts & Bedlam, the military sci-fi/horror module (based on Aliens, Starship Troopers, The Forever War, Terminator's Future War, etc.). I'd like to have three modules done before I start getting the main book finalized and laid out for release. But who knows, maybe I'll have all five of my planned modules done in time. 

Sunday, March 1, 2026

Dinosaur Island

Another successful play test of Missions & Mayhem

Even though the rules aren't complete yet, I used the Cryptids & Conspiracy module to prepare for today's play test game. 

I was inspired by a board game I had as a kid, called Dinosaur Island. There's a newer game with the same name, riffing off of the Jurassic Park franchise. The 80s game wasn't a very good game, but as an 8 year old, it was fun. The idea is that players go around the island, trying to get the best photos of dinosaurs. The player with the best photos at the end is the winner. No need to hash out the problems with the original game (which even as 8-10 year olds, we realized wasn't that fun after one or two games unless we put some toy dinosaurs on the board to spice things up). 

The concept was good enough. I grabbed an island map made by the Welsh Piper (thanks!). Then I started to make some random encounter charts, but I realized I needed a rationale for why an island full of dinosaurs would be undiscovered in 2026. So one LOST style anomaly and a missing expedition party later, I had my set-up. 

In C&C, I have a suggested organization that Heroes can work for, the Fortean Investigations Association (FIA). In my game, it's an NGO but I suggest it could be a governmental organization, or even a loose collection of amateurs sharing findings, depending on the campaign. The FIA sent a team to investigate the anomaly. They found a way through, but their signal was cut off. The final message was one of the team members saying, "Is that a dinosaur?"

The Heroes were sent in to try to find/rescue the first party, and also collect evidence of any dinosaurs, cryptids, or other weird things. 

I won't go into too much detail, because I will probably include the adventure as an example in the finished book. But of course their first encounter with a dinosaur on the island, via random roll, was with a T-Rex! 

No one has been eaten yet, but we stopped in the middle of the adventure and will pick up more next time. They all had fun, and we got to test out the money/shopping system (semi-abstract seems to work well), the encumbrance rules, a chase (with gambling), a little bit of combat, some investigation work, some exploration, and some clever thinking.