Sunday, October 1, 2017

Seven Worlds Test Drive Review

For those of you that may not have heard, Seven Worlds is a new Savage Worlds setting coming to Kickstarter soon. It is written by Luis Enrique Torres and published by Intellistories. You can get the Seven Worlds Test Drive at DriveThruRPG here. The Wild Die Podcast did an interview episode with Luis but as of this writing it is a Patreon supporter only episode. Here is a link to their Patreon page if you would like to pledge your support to listen to the episode. I believe it will be released to the public when the Kickstarter campaign goes live so you may want to wait.

Right off the bat my first question is, what sets this science fiction RPG apart from all the rest? First of all it has the Atomic Rockets Seal of Approval. What is that you ask? It is a highly sought after approval by Sci-fi writers, game designers, and programmers. It's basically just an acknowledgement that the fiction written is based upon real science and therefore more closely related to hard Sci-fi.

My first impression of this document is it looks really good. The layout by Thomas Shook is clean and simple, I like it. The first page after the cover is the map of the known universe. The map is usually the first thing I look for in Sci-fi settings. This 2-dimensional map looks fantastic and has 7 colonized planets. Hmm, I wonder where they got the name from? You can also go to their webpage at and get yourself a 3-dimensional map. I tried the Instant Reality InstantPlayer but it seemed pretty glitchy to me. I have yet to try the Cortona 3d Viewer.

There are 6 pages of setting background information (I like to call it the fluff). After looking for the map, I then go looking for the fluff. This is where I get a good sense of how the rest of the book will be written. The game starts out in the year 2217, exactly 200 years after the Circle Foundation is created. There are two major organizations, The Circle and The Brotherhood. The Circle, founded by Donovan in 2017, is focused on space exploration, expansion, and protecting humanity from the dangers therein. The Psion Brotherhood, founded by Michaels, is dedicated to protecting and educating people with psionic abilities. These two founders, Donovan and Michaels, were high school friends who had a falling out over a girl named Melissa.

In 2021 Helium-3 fusion reactors are invented and the search for a stable supply of this fuel leads the human race to mine it from the gas planet Saturn in the 2050's. Around this time Donovan passes away and his longtime partner Melissa gives his personal notebooks which include theoretical formulas to what would become the basis for an Interstellar Engine. In 2089 the first test of this engine is successful with a 6 light year jump. Two years later an alien race makes itself known to humanity. The N'ahili race arrived, attracted by the interstellar jump to Barnard's Star, and shared coordinates of jump membranes to several new stars within 12 light years of Earth (Sol).

Humans have now colonized two new worlds and are eager for more expansion. The N'ahili come to the rescue and provide more star coordinates. Now the known universe has expanded to 22 light years from Sol and two more planets are settled. This second set of planets are nearly identical to that of Earth making them important to humanity's survival. In 2133 an unknown comet was discovered on a direct path to Earth. The planetary defenses are able to break up the comet into smaller pieces but it is too late. The effects of an impact induced nuclear winter will last until around 2150. Evacuees are transported to the planets of Concordia and Bay Jing making them equivalent to Earth in both population and importance. By 2165 the N'ahili surprise us again with new coordinates which increase the human presence to 30 light years from Sol.

This new expansion of human kind brings on the settlement of 2 new planets of which one is important. It is important because Concordia and Bay Jing both settle on the planet of Nouvelle Vie. Conflicts between these two colonies leads to the first war humans have in space. During the war, the Circle is instrumental in stopping war crimes mostly by the use of the Stellar Communications Network. Widespread news updates keep the warring planets honest, or at least as honest as possible during war. The Brotherhood also plays an important role in the war by helping to prevent atrocities through the use of "suggestion" and mind-reading without direct mind-control. By 2181 the war is over but the government of Bay Jing is secretly manipulating the population into blaming the Brotherhood which leads to the Psion Riots of 2188.

This brings us to the present day of 2217. Earth has now returned to its former glory and is seen as an equal among Concordia and Bay Jing. Nouvelle Vie is still being torn apart by home grown terrorists waging guerrilla war. The last colonized planet of Logan's End has become the ultimate frontier world with exotic jungles and tourist attractions. Recently, strange energy signatures have been detected in space around an asteroid belt in the far reaches of Nouvelle Vie. Ships are disappearing and stories are circulating about suspicious activity.

Included in the Test Drive are new setting rules, skills, hindrances, edges, psionics, a new derived stat, space ship combat, four pre-generated characters, and an adventure designed for four players. This Test Drive doesn't go into creating characters or covering all the new stats. It is meant to provide you with the necessary information to play the included characters and adventure. Mental Toughness is the new derived stat which is equal to two plus half of your Spirit. This is a measure of how tough your mind is against Psionic attacks.

The two new setting rules are Microgravity and Zero-G and Assistants. Microgravity and Zero-G reduce the character's pace by half and cause a -2 physical action penalty. A roll of a 1 on the trait die regardless of the Wild die causes the character to slip and tumble in around in three dimensions (treat the character as Shaken recover with Agility). Weapons that are not rated for Zero-G use cause the user to become Shaken as before on an attack roll of 1 or 2. There is a -2 penalty for using non Zero-G weapons as well. In Seven Worlds most characters own an Assistant. This virtual assistant appears in your Augmented Reality (AR) glasses, lenses, or on display screens. There are numerous functions the assistant can help the hero's with. During combat the assistant can be activated with the use of a bennie and perform a smarts trick, test of will, generate an advantage/disadvantage, or use a special action. If the assistants roll succeeds with a raise the player gets the bennie back.

There are 7 pages dedicated to space combat in Seven Worlds. Right away that should tell you something. In my opinion this is where Seven Worlds falls short. In a system that's supposed to Fast! Furious! Fun! space combat feels way too crunchy for Savage Worlds. This almost seems like a mini's game within a roleplaying game where distance and facing are important. They do a good job of explaining how to do it and provide examples but it's just now my cup of tea.

That was a highly condensed version of fluff in the Seven Worlds Test Drive document. If any of that sounds interesting to you then I encourage you to read it for yourself. I really hope the final setting includes more fluff. I enjoyed Luis' writing and look forward to reading the full setting once it is published.

Overall 9 out of 10 Lotus Masters recommend Seven Worlds.

Wednesday, September 13, 2017

Some Thoughts On Railroads and Sandboxes

Yesterday, my friend Eric Lamoureux posted a link to David Hartlage's (a.k.a. DM David) blog post and asked the Nerds-International Google + community what they think about this topic. I posted my brief thoughts on this and the comments afterwards made it clear to me that they misunderstood what I meant. Below is an excerpt of the discussion with my response. Here is a link to the G+ post.

In order to explain what I mean I'll have to get the D&D 5th edition version of The Curse of Strahd out. Hang on a minute. I'll be right back. This is what Bill Lear is asking about. On page 35 you'll find a map of Barovia which details 26 points of interest. 

This campaign is what I would call railroads in a sandbox. With 26 locations on the map players are free to move from one Point Of Interest (POI) to another POI. They get to choose where to go and what to do. Each POI could be a single event or multiple encounters. In the case of one POI containing multiple encounters, I would call that a mini sandbox. Again, the players are free to choose where to go and what to do. 

Up to this point it sounds like one big sandbox, right? Well, yes and no. Each POI has at least one railroad and sometimes more. The premise here is that the players are trying to get home and in order to do that they need to defeat Strahd. In order to defeat him they need to gather clues and obtain magic items to help weaken the vampire. So, how do we find these magic items? Railroad adventures within the sandbox. With a clear defined goal of defeating Strahd to return home, the players are being railroaded into following the story plot. They may accomplish this in any order but the DM has a big influence on where the players will go next by which clues were given at any given POI.

So, with that out of the way, I can explain what I was thinking when I said "Players want a railroad with the illusion of a sandbox." I wasn't referring to a campaign when I made that statement. I was thinking on a smaller scale of a single adventure but that could be expanded to campaign play. For the purposes of a single adventure, I was thinking more along the lines of a GUMSHOE adventure. In the case of Ashen Stars, the adventure has a clear objective set out by the contract the Lasers agreed to take on. This could apply to any adventure though. 

I probably shouldn't post this next picture because I want to run this adventure and it will spoil the game for those potential players but here it is. The picture below will help explain what I mean by a railroad with the illusion of a sandbox. It is a simple flowchart, well it seemed more difficult when I made it, but it is simple nonetheless. 
As you can see, this flow chart represents 13 scenes from an investigative adventure written by Robin D. Laws. The first 3 scenes are on the rails but then the players could potentially have a choice to go in two different directions. This is an illusion of choice though because they converge back to a common scene. Then they could have 3 more choices which split off in different directions (sandbox illusion) but they again converge back to a common scene. And finally, we're back on the rails again for the conclusion of the adventure. The players think it's a sandbox adventure because they have what appear to be free will choices, assuming they ask the right questions to find the clues, but you and I both know that this is a railroad. It is more of a plot-driven story than character-driven one. Sure the players have choices that affect their course through the adventure but they won't change the completion of the story.

This same method could be used for a campaign. Just make another flow chart but replace the scenes with adventures. In the beginning the GM can set them on a path (railroad) and then give them a choice of a couple of adventures to choose from. Whichever path they choose the next adventure will be back on the rails. Now you can give them 3 or more choices of adventures to pick from and they will then converge back to an adventure the GM chooses. It's a masterfully crafted railroad with the illusion of a sandbox.

Well it's late and I'm getting tired as I write this so I hope it makes sense to the 3 people who read this.

P.S. I think both of the approaches I've outlined here are excellent but I prefer the second one.

Friday, September 8, 2017

Which Cthulhu game is the best one?

With the online Fantasy Grounds Convention around the corner on Friday the 13th, I've been waning back and forth on which game I want to run. My first thought was a Savage Starship Troopers game but I don't think it lends itself well to interludes or role playing in general. I've never been a fan of hierarchical organizations in role playing so it's down on my list right now. I mean who wants to be told what to do by another player at the table and you might not even know who that other player is. I sure wouldn't want to.

That brings me to the topic of this post. Cthulhu. Which version of Cthulhu RPG is best? For this topic I'm going to limit it to Call of Cthulhu using the Basic Role Playing system from Chaosium, Trail of Cthulhu using the GUMSHOE system from Pelgrane Press, and Cthulhu Dark using it's own rules-light system from Graham Walmsley.

Lets start with the new kid on the block, Graham Walmsely. Before I get going here's a free copy of the official rules for Cthulhu Dark. As you can see, Cthulhu Dark really is rules-light. Here's a different version of the same free rules that I personally think looks better. The only difference between the two are that the official version of the rules uses Insight instead of Insanity. The simplicity of it makes me think there's something wrong with it. My first impression was that the insanity rules were a bit over the top but then I started thinking about it and I think it fits in with the theme of Lovecraftian horror and the possibility of quickly going insane. Then I saw this section of final points and it made sense to me. 

I need to run this game to make my own conclusion on whether this game will be good or not. In my opinion Graham Walmsley is a good writer and the preview book I have shows that. I have no doubt in my mind that the adventures written for this would easily be compatible with any of the Cthulhu games with a little tweaking to make it work for the respective system. That actually says a lot about how something is written. The adventure provided in the preview book takes place in London 1851 and is more of a true H.P. Lovecraft investigation style story with just a little chance of combat. 

Next we have Big Brother. Call of Cthulhu has been around since 1981 with little changes made until the most recent 7th edition. For the purposes of this discussion I'll stay away from 7th edition because I own 6th edition and don't plan on buying 7th anytime soon. I understand there were some major changes made to 7th edition and not all of them loved by the CoC fans. I have not completely read this book or played in any games which is why these choices are difficult for me. I have seen some CoC games played on The Dice Stormers Youtube channel. They do a good job with their production of the channel and now I want to play it. This version is mostly a percentile based game. The action resolution mechanism for CoC is percentage based which means it is a d100 roll. The player rolls d100 and is looking for a result which is at or lower than his/her indicated skill score. For opposed attribute checks there is a resistance table in the book but it doesn't include rules for opposed skill rolls.

Finally we have Trail of Cthulhu which promises to fix the ever popular misconception that failed rolls will leave an investigator floundering and stop the scenario dead in it's tracks. The GUMSHOE system uses only one d6 for resolving conflicts and the clues are automatically given to the players provided they utilize their skills appropriately. Player characters have investigation abilities and general abilities. The main difference between the two are that investigative abilities can always be used even if their pool is at zero. General abilities are gone once they are down to zero. Players use their ability pools to gather information to solve the mystery before losing all of their health or insanity. It is up to the players to narratively use their abilities to uncover clues and solve the mystery.

I like the feeling of players rolling dice to randomize the outcome of a possible ability/skill. If the Keeper of Call of Cthulhu can improvise then the game wouldn't come to a screeching halt when a player fails a roll. I also like the use of ability pools in Trail of Cthulhu which give the player's more narrative control but I feel like there needs to be more dice rolling. The rules-light approach of Cthulhu Dark would definitely give more narrative control to the players while still rolling dice for random outcomes. My only concern with Cthulhu Dark is that the dice mechanic of Insight is almost entirely in the hands of the player.

I can't decide which one is for me. I need your help. Tell me your thoughts on which one you think is best and why. What do you like about it and what do you dislike about it?

Thursday, August 31, 2017

RPGaDay 2017 Day 31

What do you anticipate most for gaming in 2018?

Hooray! It's finally here. The last day of RPGaDay 2017. About damn time, right? I'm not really aware of any projects coming up for 2018 other than possibly the Savage Worlds core book, fantasy companion, and horror companion getting a facelift. I'm anticipating a great year of gaming and making new aquaintances and friends through the Nerds-International Google + community, Flippin' Tables Google + community, and Fantasy Grounds conventions. These online communities have been great to meet new people and help me expand my game writing. My eyes have been opened to new game systems that I might have otherwise passed over because of the excellent people online. There are artistic, creative, and talented people all over the world who are available to chat with over the internet and I would have never had the opportunity to learn from had I not discovered Google +. I look forward to more games in 2018.

Wednesday, August 30, 2017

RPGaDay 2017 Day 30

What is an RPG genre-mashup you would most like to see?

I would love to see a Savage Worlds StarWars mashup with some comedy. I will call it Spaceballs. Well, maybe I'd call it something else but you get the point. My friend Eric mentioned he'd like to see more comedy included in RPG's and I wholeheartedly agree. The last game I ran was Fuhgeddaboudit! and we laughed our asses off the whole time. When I looked over at the other table at the game store I saw people looking our way and I couldn't help but think they wanted to jump ship and join my game. That made me feel great. Comedy will always be welcome in my games and I wish more RPG's would incorporate it into theirs. There's even room in Cthulhu type games for some lighthearted comedy. Just don't go overboard, otherwise the game will never have that horrific feeling it's supposed to feel like.

Tuesday, August 29, 2017

RPGaDay 2017 Day 29

What has been the best-run RPG Kickstarter you have backed?

This would have to be the very first Kickstarter campaign I backed. Robert Schwalb's Shadow of the Demon Lord set the bar high for my expectations of Kickstarter campaigns. He pumped out stretch goal after stretch goal like a mad man. There were so many that it got to a point where I didn't know if I had received all of the PDFs so I asked Rob if he could send me a list of everything released. He was very responsive and sent one to all the backers via a Kickstarter update. Then when my hardcover copy showed up at the door, I was pleasantly surprised to find out that he autographed the books also. Unfortunately for me, I now have high expectations for Kickstarter creators. I have backed 37 projects as of today and got burned on only 1. Yup, it happens and puts a sour taste in your mouth. I'd say I'm going to be more careful about who I back from now on but I don't think I'll really pay much attention to who the creators are. If I like the product then I'll probably back it. 

Monday, August 28, 2017

RPGaDay 2017 Day 28

What film/series is the biggest source of quotes in your group?

This really depends on the game we're playing. If we're playing Ghostbusters then guess what movie we quote. Most of the time I find myself quoting a famous Cimmerian, "To crush your enemies, see them driven before you, and to hear the lamentation of thier women!". Otherwise we pretty much quote movies we've seen recently. 

Sunday, August 27, 2017

RPGaDay 2017 Day 27

What are your essential tools for good gaming?

The most essential tools would be the rule book, dice, pencil, paper, and a good attitude. If you show up to a game tired or in a crappy mood then the game won't be fun and you might even ruin it for others. You need to reschedule the game if you're running it or just tell the GM that it's been a bad day and all you want to do is beat up some bad guys. That lets the GM know you won't be role playing much that session and they can try to leave you alone.

Saturday, August 26, 2017

RPGaDay 2017 Day 26

Which RPG provides the most useful resources?

Now this is a tough one and not because there are very few but because there are so many to choose from. Pretty much any RPG in a digital format provides the best resources for me. I like to be able to copy and paste text, photos, and tables into Fantasy Grounds or just to separate them so I can use them as player handouts. To single out one in particular is very difficult. I would say the best ones also allow me to get my imagination going and provide lots of plot hooks. It doesn't even have to be established plot hooks but a single sentence in a book could spark an entire adventure. At the moment I'm reading Ashen Stars by Robin D. Laws from Pelgrane Press and it is really good at showing the GM how an investigation is constructed and goes into detail of how to incorporate your players personal arc within an investigation or case as it's called in Ashen Stars. Robin did such a good job writing this book, I'll have to give the nod to Ashen Stars.

Friday, August 25, 2017

RPGaDay 2017 Day 25

What is the best way to thank your GM?

Well, when I run a game I don't expect anything in return. I GM because I like to do it and because it's fun. If you really wanted to thank me then just being a friend is enough. Maybe you could just say thanks for running the game or if you really wanted to get me something then a gift card for DriveThruRPG or Office Depot would be greatly appreciated. When I run a game in person I always try to have stuff to give to the players to keep and printing up the extra materials isn't always cheap.

Thursday, August 24, 2017

RPGaDay 2017 Day 24

Share a PWYW publisher who should be charging more.

Well this one is easy. I've been purchasing products from Just Insert Imagination for some time now and I think I've got most of what they have produced but they definitely should be charging more for their Pay What You Want items. Eric Lamoureux and Morne Schaap have been putting out some Plug and Play adventures that are all PWYW. These adventures are awesome and perfect for a convention. My favorite has to be Fuhgeddaboudit! Everything you need to run a one shot Savage Worlds game is included. It has pregenerated characters with secrets to hand out to the players, 3 maps, 2 new setting rules, mafia slang cheat sheet, and a great story with 9 scenes.

Wednesday, August 23, 2017

RPGaDay 2017 Day 23

Which RPG has the most jaw-dropping layout?

Battletech: Alpha Strike has the best layout I've seen in awhile. It has a clean border around the pages and an edge index. I wished more publishers would do this. It makes it really easy to find the chapter your looking for without going to the table of contents. Unfortunately Battletech: Alpha Strike isn't an RPG. I only mention it because it is the best layout I've seen in awhile. For RPGs, I'm gonna have to go with Mutant Mechatron. I've only got the alpha version so it could change before it's finalized. It has a simple page border that's color coded. Red edges mean its for players and blue edges are for GM's. As a matter of fact I like all of Free League Publishing's page layouts. 

Tuesday, August 22, 2017

RPGaDay 2017 Day 22

Which RPGs are the easiest for you to run?

In order to answer this question, I think we have to look at the person running the game. When I run a game I'm more of a rules light type of GM. Most of the time when a question pops up about a rule I'm unsure about at the table I'll do one of two things. First would be to make a snap decision. Just make up something on the spot and go back and check it later after the game. The second would be to have the player who asked the question look it up in the book while I move on and keep running the game. This way we don't get bogged down with rules and everyone has fun. With this GM mentality in mind then I can say most RPG's are fairly easy for me to run. As long as the system isn't too crunchy then it should play well enough for me to make snap decisions. Some systems lend themselves more so than others to ease of use. Savage Worlds is one of those systems. I keep coming back to Savage Worlds in my posts not because I'm a fan boy of the system but because it is an easy system to learn, play, and run.

All you have to do is look at how the items and actions are structured within the game and you'll see that most of the time all you really have to do to make something easier or more difficult for the player characters is give them a simple modifier. As an example, I want to make a combat encounter more difficult, so instead of just describing the scene as normal throw in some environmental factors. Lots of games account for these things but in Savage Worlds is as easy as just saying -2 to the roll. Dark outside, -2 to see the bad guy. The room is filling with smoke from the fire your NPC started, -2 to see and make a Vigor roll to not choke on the smoke or take Fatigue.

Let's say you want to make a rare item that your players can find. It's as easy as looking at the equipment tables in the core book and adding a +1 or +2. Yeah, but it's still a Glock 19 with just a modifier added. Well you can describe it as a Glock 19 with target sights and an extended barrel, or you could say it's a high tech phase shifting disruptor which is better than a normal non phase shifting disruptor. I would be very careful about adding additional dice to the weapons though. Usually +1 is good enough and +2 is awesome! Remember that shooting in Savage Worlds usually only requires a 4 to hit.

You can do the same thing with special powers and magic. Just change the descriptor of the spell to make it unique to the setting you're playing and if you want a more powerful spell as the characters gain rank then make an Improved spell. Set the rank requirement to Veteran and add a +2 to the effects. When you look at the way the game works, it'll make sense to you why so many people keep coming back to Savage Worlds once they have played a few games.

Before I forget, make sure to check out The RPG Brewery's Twitch channel tomorrow night. Jamie is starting a test run of Cthulhu type games with two of his friends. They will be starting session 0 of either Trail of Cthulhu or Call of Cthulhu where they will go through character creation. Also, go join the Nerds-International Google+ community. It's a great collection of podcasts, live plays, blogs, and other nerdy stuff. Click the link below.

Monday, August 21, 2017

RPGaDay 2017 Day 21

Which RPG does the most with the least words?

This has to be Savage Worlds Deluxe. At only 160 pages it not only gives you rules to play a game but it also gives you some adventures to run as well. This rule book shows you how to build your own game by explaining how to change trappings to fit the theme of your game. It gives you rules for vehicle combat and chase scenes along with the normal movement and combat for your player character. This RPG really gives you lots to work with and it's written so that almost anyone can understand it. If you want fantasy, science fiction, horror, super heroes, wild west, modern, and many more, Savage Worlds can do it. This is one of the few system that can play just about anything and do it well. It truly is Fast! Furious! and Fun! Give it a try sometime and you won't be disappointed.

Sunday, August 20, 2017

RPGaDay 2017 Day 20

What is the best source for out-of-print RPGs?

I think the best source is DriveThruRPG for digital copies. Sometimes you'll be able to find hard copies of what you're looking for on Ebay but don't get your hopes up. There's a local game store near my work that seems to have damn near every RPG on the market. I might check there but usually they only have newer stuff so I think I mainly go there just to browse. Very rarely I'll send the publisher an email asking if they still have any copies of an RPG available for purchase. Usually they don't but I have been able to get one publisher to make it available on DriveThruRPG. 

Saturday, August 19, 2017

RPGaDay 2017 Day 19

Which RPG features the best writing?

Robert Schwalb's Shadow of the Demon Lord has been the best writing I've seen in an RPG in a long time. It doesn't read like a text book and he gives vivid and exciting descriptions. He also puts out so much content that I'm amazed at how quickly he does it. It seems like sometimes he's got a new product out weekly but recently it's slowed down to monthly. At one point I was trying to scoop up everything he wrote but I just couldn't keep up. Robert Schwalb is definitely worth a read if you get the chance.

Friday, August 18, 2017

Husk: Wrath of the Swarm Review

It's review time. Yesterday a friend of mine sent me a message asking if I was going to use Husk to run a game. I said what is this Husk? Then he sent me a link to DriveThruRPG and when I saw the image I said oh yeah I remember seeing Nathan Carmen post this on Google+. I must admit, I was very skeptical about purchasing this product because it seemed a little overpriced from what the product description says. I think the words "This Setting Kit provides an outline of a setting" threw me off more than anything else. At $4.00 for 23 pages the pdf will cost me $0.17 per page which I thought was a little high. So when my friend messaged me, I thought about it more and decided to buy it. I'm glad I did. These 23 pages are really good. Wait, I think I just got tricked into doing a review on this. I won't forget that Eric.

You are resistance fighters and only 30% of the populace is left. It's a dog eat dog world where only the strong survive. The alien bugs have invaded and all but wiped out the world's military organizations. There are 6 factions of resistance groups left and you belong to Unity.  This group seeks to unify the human race against the invaders. You may or may not face off against the other factions. That's up to you and your GM.

Within the pages you get 4 new edges, 2 new hindrances, 2 new setting rules, an adventure generator, and a great bestiary with 7 wildcard human NPC's, 2 human Extras, and 14 alien NPC's (6 of them are wildcards). This product is labeled as a kit for an alien bug invasion setting and it is exactly that. It is a toolbox of great ideas and beasts. I highly recommend buying this pdf if you're interested in any type of science fiction. Best of all, it's for Savage Worlds and it's only $4. Go check out Husk: Wrath of the Swarm.

This product has given me a great idea for FG-Con 11, the online convention for Fantasy Grounds. It happens to be starting on Friday, October 13th and continues to October 15th. Yep, you read that right, its on Friday the 13th this year. Word is that they're trying to do a theme for it. Hopefully I can get into a Trail of Cthulhu game. If not then maybe I'll run it myself. Anyway, I'm going to use this kit to perhaps run a Starship Troopers game. What do you think? Let me know in the comments.