Showing posts with label Spaced based Games. Show all posts
Showing posts with label Spaced based Games. Show all posts

Thursday, April 17, 2014

The Warriors From Vault 54 The Death Valley Raid - An Outlander/Deathlands Book Series Inspired Adventure Encounter For Your Old School Post Apocalyptic Rpg Campaigns



File:Quietdunes.jpg



In the blasted waste there have been sightings of raiders on pre holocaust vehicles who have been raiding communities, gathering slaves for some massive project in the desert. These beings are incredibly dangerous and daring. They have some of the best gear that traders who have seen. From out of the deserts known as the Kingdom of Death they have come.
 Trade routes are being disrupted. Communities cut off from the rest of the world and whole villages are vanishing into what was known as Death Valley.
Local traders and village elders are putting together rewards for information about these raiders. 

File:DeathValley GoldenCanyon1.JPG

Rumors swirl around these beings. They say that they are like the legends of televison stars. They are without imperfect, mutation, or mercy. These warriors are children of the gods who have returned. 
Anyone that they capture they return with them to their kingdom. They leave only blood, sand, and death in their wake. They can not be reasoned with or 
made peace with. Victims are simply dragged off never to be seen again.
The Guardians and The Gateway
Recently a sandstorm out in the Death Valley region has uncovered a long hidden vault of  Hybrids  cultists  who have begun the task of unearthing a mine that houses far more then gold, silver, or ancient pre holocaust artifacts.
They have over the last four months extended their reach into Nevada and the surround territories. But the desert, temperatures, and other factors have hampered their efforts. 
File:Petroglyphs2-above Mesquite Springs-800px.JPG


There are a thriving community of slaves and Guardian overseers working the Mine at Leadfield. The locals centuries ago trapped within a block of petrified wood the essence of an alien god like intelligence.
 There are d100  Guardians who have access to nearby caches of preholocaust weaponry and technology all a part of their Master's plans. There is a cult of twelve Hybrids at present and hundreds of human and mutant slaves each fitted with a mind controlling collar. They are under the influence of a nearby A.I. who controls and works them almost to the point of death in the baking sun. Temperatures can reach one hundred and twenty five degrees easily. 
File:Mine at Leadfield.JPG

The forces most like to be encountered are the Guardians. Far more details can be found right
HERE
Guardians are genetically altered Pure Humans, who were created with the sole purpose of being the guards and protectors for the Hybrids. They are what would be considered to be the perfect human specimen and are in many ways genetically superior to other humans found in the wastelands.



No. Enc: 1d4 or 6 (see description)

Alignment:  Neutral

Movement: 120’ (40’)
AC: 4
HD: 18
Attacks: 2 or 4 physical attacks
Damage: By weapon or 1d8+3d6+1d6 / 1d8+3d6+1d6 / 1d8+3d6+1d6 / 1d8+3d6+1d6
Save: L18
Morale: 11
Hoard Class: XXI (always 1d4 weapons and 1 armor)


Mutations: Combat Empathy, intellectual affinity (martial), increased physical attribute (Dexterity and Strength), quickness.
This place is actually the prison for ancient   reptilian alien god king a member of the  Anunnaki
This is not simply a mine here but a whole series of redoubts that tunnels far below the Earth. Why was it created and who is the prisoner is not known. But the thing is desperate for freedom and has called its minions to it. It is not fully awake and does not seem entirely aware of it's own identity. 

 It is possible that that this being was a part of a far more dangerous system of intricate plots. It would be vary bad should this hellish being waken. It may mean a return of the baronies of old. 

 A revival of the god-king system of ancient Sumeria and the rule of tyranny. These events must be stopped at all costs. 

 File:Chaos Monster and Sun God.png


The treasures here should be very rich but the cost of getting to them is high. The hoard class of the Hybrids is in full effect but there are more forces of Guardians awakening nearby.


Notes on using this encounter for Other Old School Science Fiction or Science Fantasy Game Products.
Because of the nature of this adventurer encounter it could be used with other science fiction or fantasy retroclones.
This adventure encounter could be used on any desert planet as well. Because of the nature of the Outlanders series. Teleport gates can lead to any number of locations. 
Further details available right over HERE 

The PC's could  stumble upon a gate system just about anywhere in the universe and it might simply teleport them to a desert like former colony world where these events are taking place.

Because of the nature of the Outlander series many of the ideas and subplots present in the novels could be expanded upon. Great Old Ones have appeared and several of the other very dangerous alien races make great antagonists for both Stars Without Number and Xplorers. There is lots of potential here.
To find out more go about the  Outlanders series  go HERE & HERE
None of the stats for the Hybrids,Guardians, etc. were done by me. But by Chris Van Deelen he's got a ton of Gamma World and Mutant Future themed material right
HERE

This post is for entertainment purposes only, it is not a challenge to the copyright or trademarks of those whose material has been used in this blog entry. Thank you. 

Wednesday, April 16, 2014

The Well In The Desert - The Second Post Apocalyptic Encounter Using The Hyrbid Races From The Outlands Series

File:Museo Man - Parque Balboa en California.jpg
Original Image Michael Seljos from San Diego, California, USA
Another in a series of  Post Apocalyptic Encounters inspired by Chris Van Deelen's Deathland/Outerlanders blog entries.

 The first one is right over HERE

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.
In the middle of the wasteland stands a series of four dooms surrounded by gardens of unearthly beauty. An oasis of death however greets any who venture too find out it's secrets. Mutants and human tribes alike say the area is taboo and avoided at all costs. The bones of a great many adventurers lay scattered around the sands of the out reaches of the place. A grim reminder to those venture near it's borders.
 Every six days like clock work strange pre apocalyptic vehicles truck in mysterious cargoes to the facility and are greeted by six security bots. They will destroy anything that ventures near the facility's loading docks.  This super scientific facility is one of the most advanced temples to Ancients known.



The facility is one of the homes to a breeding and cloning facility for Hybrids. But something has gone terribly wrong here. There are six tribes of Hybrids here but they are of a most primitive state compared to the tales of the Ancients of this race. Several teams of scientist/ecology bots monitor the semi tropical bio sphere that supports the six tribes. Fish, vegetables, plants, animals are all trucked in from another unknown nearby facility which has yet to be found.
The Hybrids live idyllic lives, yet make war among themselves via rites of passage for their youth, intermarry, and die never having ventured out of the domes. Some of the more advanced and intelligent of the Hybrids help to run the facility and do not enjoy intrusion by adventurers in their domain.
There are many levels to the facility as well housing treasures beyond compare. Underground levels include : Cryo Chambers, genetic labs, behavioral and psychological facilities, psionic testing and development labs, and super science equipment.
At the center of the forth domain a strange ruined Roman temple complex. There is a statue of a god like being in the center of the temple it's head smashed and the bronze name plate of the thing defaced and chiseled away. 

At the center of the facility are two control chambers that house hermetically sealed chambers of the Ancients. There are twelve skeletons of pure strain humans laying in various positions. Scattered around them are 1d8 advanced science artifacts. Many of the skeletons are dressed in strange white robes and such. There are recessed computer display terminals that seem like something from another age. 
Around the facility are several teams of robots that hover near where the tribes play, make war, and live as they deal with life under the domes. Each of these bots is a combination of medical and combat bots. They are armed with heavy stunners and have long range sensor suites. Each of these bots may store six complete snap shots of a chosen Hybrid specimen all the way down to the molecular level. 
These are given over to the A.I. who controls the facility.
There are often 1d6 of the more advanced and educated Hybrids moving around in the lower levels of the facility. Keeping tabs on their brethren and helping with the mission of the facility. Every forty months a 'rite of passage' event happens among the tribes. The best and brightest of the Hybrids is selected, frozen, shipped off to another unknown facility.


You can find out more about the Hybrids
Right Over
HERE


No. Enc: 1d6

Alignment: Any
Movement: 120’ (40’)
AC: HD: 8
Attacks: 1
Damage: By weapon (+4 to hit, +1d6 damage) or mental attack (+4 to hit)
Save: L8
Morale: 5
Hoard Class: VII, VIII (x4 75%), IX (x2), XV, XXI (always 1 weapon and powered armor)

Mutations: Bizarre appearance (d), empathy, increased longevity, increased willpower, intellectual affinity (all), mental barrier, mind thrust, neural telepathy, quick mind.
Source: Outlanders by Mark Ellis
The domes and facilities are maintained and serviced by a custodian named 'Shock'. Several minor teams of robots are under the it's guidance. Shock is more then a mere robot or cyborg. The monster is a combination cybernetic/positronic  amalgamated  organism.  He is a force to be feared, an extension of the A.I. consciousness that controls the facility.
The thing is a wicked and amoral monster capable of the most basest betrayal & horrors. It's only real concern is the overall safety and control of the Hybrid race. It's personality is pleasant and jovial on the surface but a hint of the bubbling psychopathic paranoia that runs under its mind comes out from time to time.
Shock has four cybernetic bodies armed with industrial freeze ray, a heavy stunner, and a heavy  laser pistol. It's consciousness may only inhabit one body at a time however.

  
File:REEMC.jpg

Number encountered: Unique 

Alignment: Chaotic 
Movement: 120'(40') 
Armor Class: 4
Hit Dice:10 

Attacks: 3 
Damage: 1d8, Stun, 1d10, 1d8 
Save: L8 
Morale: 10 
Hoard Class: XIX 

'Shock' likes to keep trophies from various adventurers who have crossed the monster's path. It is rumored that the monster was created from the brain tissue of one of the original scientists of this facility. 


This facility and others like it may be used as an encounter in space based games like Xplorers or Stars Without Number as well given the Hybrid's origins. The Outlanders books by Mark Ellis give several possible origin as well as encounter points in the books for just this sort of encounter! 

Commentary On The Free Science Fiction Classic - The World At Bay (1954.Winston) - Paul Capon For Your Old School Science Fiction Campaign


Grab it Right Over
HERE 



This is another of the Winston Science Fiction library's efforts. This one seems to be an updated 'War of The Worlds' and pure pulp invasion material with educational lessons dove tailed into the mix.  Its pretty heady stuff with a dedicated mix of pulptastic alien invasion and 'look see' science fictional investigation of a fifties era London professor and crew. 


 Here's the plot according to the inside flap: No one believed Professor Elrick of the London Radar Research Laboratory when he announced in 1977 that Earth was in imminent danger of attack. Ever since his discovery of the dark star, Nero, the Professor and his young assistant, Jim Shannon, had studied the planet and its satellites through the radaroscope with a growing sense of impending doom. There seemed to be positive proof that the third planet, Poppea, had a civilization which was technologically far more advanced than Earth's!
The grim truth of the Professor's warning came upon an unprepared world with a frightful concussion that seemed to rock the planet in its orbit. The space fleet from Poppea had hit Earth's atmosphere! When the English government realized the dire circumstances, the Home Guard was called out, the ack-ack guns manned and plans drawn up for London's evacuation. But the measures that saved the heroic island during World War II proved ineffective against the grotesque Poppeans. Gray-skinned, horny-limbed, they landed in impregnable space ships, releasing bacteria-laden white powder.
His advance knowledge saved Jim Shannon and his associates from the sleep-inducing drug that blanketed Britain, and they lived to see the climax of man's battle with a superior civilization. How they met the Poppean leader, flew with him to the Arctic and watched with relief the slow withdrawal of the deadly Poppean grip make reading THE WORLD AT BAY a supremely exciting experience.


The World At Bay is pretty nice read, the book has a pretty tightly done plot, and the writing is crisp for a juvenile science fiction book. Don't let the juvenile part fool you. The folks that I've talked to who have also read this book still remember parts of it. I had a middle school that had a dedicated library of these books. This one stands out from among the Winston efforts.
Using The World At Bay For Your
Old School Science Fiction Campaign 


The World At Bay is a really good starting point for a campaign especially for a time traveling campaign adventure in a post apocalyptic game. Preventing the events that proceed doomsday with a planet under the Poppeaian yoke. This race has lots of potential and their very advanced for the retro future of London 1977.
This is a post war alternative future London that has seen some better days. They're paranoid, jittery, and pulling out the machine guns at a moment's notice. Was there more going on here then simply the appearance of the ships from Poppea? 
The grotesque Poppeans are weird race into themselves. I've used renegade pirates from this race a few times in both Xplorers and Stars Without Number. In those games the players have found out that much of the technology of the race has been inherited from technology level four and five predecessors. These folks move their entire minor planetary star systems around. Bits and pieces of their technology is very weird science and odd. They make great pulp style villains.
I've also had the Poppeans popping up from time to time in post apocalpytic games as flunkies for more advanced races. Mercenaries who are willing to work for the highest bidder for advanced technologies, favors from ancient alien gods, and generally doing a bit of intergalactic footwork here and there. In several of my campaigns they've made great foot soldiers for the Great Race of Yith.
 The world of a post alien invasion London makes a great location for adventurers from another post apocalyptic alternative  world to explore. The ruins rife with Poppean warriors just itching to blow away humans makes a nice weird encounter as well. The Poppeans have a lot to offer a DM for old school gaming and adventuring. They're not well known, easily portrayable in many of the retroclones and they're pretty merceless when it comes to dealing with adventurers. They've got at least three different minor renagade groups that I've spun off from 'The World At Bay'. Not bad for a free resource with a great cover by Alex Stromberg. 

Monday, April 14, 2014

A Garden Of Unearthly Delights - A Post Apocalyptic Encounter For Mutant Future Using The 'Stickies' From Deathlands


File:Reconstructed Roman temple on top of mount Grand Donon, Vosges mountains, Bas-Rhin.jpg
Photographer Ralf Schulze from Koblenz, Germany



This is a random encounter for a post apocalyptic or space based game inspired by the Deathlands series of novels. The Stickies which originally appeared in that series are some very deadly mutants. The encounter is inspired by the conversion work of  Chris Van Deelen. It is geared for the Mutant Future Rpg but can easily converted to any old school retroclone rpgs. This one can also work with either Stars With Out Number and The X-plorers. 

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.
You can grab stats for the Stickies for Mutant Future
Right Over
HERE
Please note that in my games stickies have shown up all over the place. Artificially placed mutant bio-weapons. It would not be out of the question to find them in any of the Outlanders settings of books. You can find more information about that series
HERE


Encounter Set Up -
 The PC's dimensional gate into a 'Garden of Eden' setting, there are crowds of idyllic attractive humanoids. The whole setting looks as if it was transported from a movie setting from a Roman style historic movie. They swim, play, here and there. 

  Mutant herbivore animals eat grass and flowers. The scene is like something out of paradise itself. 
Across the countryside for 2 miles around the party are various Roman temple complexes. Each has strange god like stone statues. The name plates of these statues have been defaced. The humanoids know nothing of these statues simply stating that they've always been. 
Suddenly, stickies burst from the underbrush and carnage begins. Humanoids are slaughtered and the adventurers are confronted by 1d6 of the mutant horrors. The scene of slaughter is over just as it began in 1d4 rounds. 

 Everything goes dark as the holographic sky is shut off. Sleeping gas pours into the idyllic countryside and as everything falls asleep. Hidden doors open and medical robots enter taking genetic and tissue samples from the stickies as well as the humanoids. Several combat robots enter the area, and drag away the  semi conscious stickies to hidden rooms and labs. Everything returns to normal and the scene will happen again in 1d10 hours. 



No. Enc: 4d6 (2d8)
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 5
HD: 5 (10)
Attacks: 1 bite and two claws
Damage: 1d4+2, 1d6+5 / 1d6+5 (2d6+4, 2d10+10 / 2d10+10)
Save: L5 (10)
Morale: 4 (10)
Hoard Class: Incidental
Note that the second set of numbers in brackets are for the stronger versions that can be encountered) 
Mutations: Aberrant form (natural weapons, new body parts), atrophied cerebellum, dietary requirement change (cannibal) (d), bizarre appearance (d), immunity to radiation and partial immunity to toxins.

Deep Background For The Garden Of Unearthly Delights
The Stickies are part of a bio genetic experiment that has been running for centuries. The idyllic humanoids are eoli from the Mutant Future Wiki.  More information available on them right over
HERE
There are temple complexes scattered all across the landscape, many of them have hidden hatches that lead to labs and clone banks where the Stickies and eloi are being bred. 
The PC's are on a space station in deep orbit, an A.I. runs the facility and has been for centuries.
There are several unusual characteristics about the facilities that the PC's will find. 
  • The 'sun' moves across the holographic sky on a track emulating a traditional twenty four hour day.
  • There are sun dials that are scattered across the landscape marking the movements of both the Stickies and Eloi in old Ancient. 
  • There are thousands of stickies and Eloi in clone banks below the landscape facsimile.
  • These stickies are of the first type but after 20 hours the second stronger type will be released. 
  • Here and there across the landscape are pipes where flammable gas can be pumped in view of the stickies. These pipes have special heads that enable them to produce controlled burst explosions. The stickies will be enchanted by these events enabling knockout gas to be pumped in. High speed fans to withdrawn the gas.  
  • There are ancient dusty lockers containing human sized combat armor and laser rifles. The laser rifles lack charge but there are facilities for charging them that still work. 
  • Only the most aggressive stickies and attractive Eloi are allowed to live. The rest have samples taken, genetic architecture studied, and then are disposed of. 
  • The controlling A.I. of the station is going through the motions but its bored as well as quite insane. The thing will eventually discover the party and begin to play sadistic games with the stickies and Eloi. 
  • There are several shuttles in the flight bay of the station and the characters may learn that they are in deep orbit around one of the moons of Jupiter.


This post is for entertainment purposes only, it is not a challenge to the copyright or trademarks of those whose material has been used in this blog entry. Thank you. 

Saturday, April 12, 2014

Commentary On The Free Science Fiction Classic - SONS OF THE OCEAN DEEPS by Bryce Walton




Grab It Right OverHERE 

 When it comes to post apocalyptic and old school science fiction gaming, I'm a sucker for underwater POA adventures. Ever since the underwater bits of Legion of Gold module for Gamma World I've had my sights subs, underwater action, etc. This book yet another in the Winston Science fiction collection is a great little free addition into a DM's arsenal.
 The only thing I couldn't stand was the main character's attitude. There was more then a bit of Wesley Crusher about him that made me want to kick his rear a couple of times in the novel.
The Deepsmen and their retro future equipment is another highlight of the book for me. Some great deep ocean suit ideas that are perfect for your POA game.
Check this overview from the novel itself : 
Taken from the cover flap of the novel SONS OF THE OCEAN DEEPS by Bryce Walton:


It might not have been so hard to sell Jon West on the Deeps - if he hadn't had his heart set on the stars. Bitter disappointment over washing out of space school prompted his rash decision to join the Deepsmen who struggled to conquer Earth's last frontier and the threats it held for the North American continent.

Based on the theory that man may someday inhabit the vast ocean floors, this tale is a speculative journey into that fantastic realm. Scenes in fabulous undersea cities, tense battles between men and colossal sea monsters, a running feud between Jon and a belligerent civilian youth - all combine to make this an exciting drama in the best science fiction tradition.

Not until rumors begin about the Mindanao Trench and the mysterious Project called "X" - a project to save a continent - does Jon snap out of his reluctant attitude toward the Deeps and realize the full magnitude of a mission more dangerous than any on Earth or in space. Tidal waves, the descent to perpetual blackness seven miles under the sea, disasters that struck with lightning speed breed action that drives Jon and his fellow Deepsmen toward a powerful climax.

Bryce Walton has written in SONS OF THE OCEAN DEEPS a chilling tale of the terrors and mysteries of the seas that will make readers long to live to see the day when man may invade Earth's most beautiful and most dangerous realm - the indomitable sea.

Using  

  
SONS OF THE OCEAN DEEPS For Your Old School
Campaign


The novel has a ton of possibilities for use in a space based campaign and a post apocalyptic campaign. The equipment of the Deepsmen is pulptastic, a bit gonzo, weird, and very weird science. This makes it perfect for a post apocalyptic campaign.
 The 
Deepsmen themselves are a great organization for conversion into a Cryptic Alliance. The environment they work in, the secondary characters, their bases, methods of operation, etc. is all in the book. This makes them a perfect candidate to survive the apocalypse.  
These guys are great fodder as deep sea engineers, salvage experts, and adventurers to add to your old school post apocalyptic campaigns. For Mutant Future this organization can add plenty of adventure potential and hooks.
 They also make a great source of mutant hunters and as rivals to several of the under water Gamma World  cryptic alliances. The set pieces of the book such as the locations,headquarters, and underwater cities make perfect hooks for further adventures by the Deepsmen.
 Then there's the fact that these guys are another organization to add to Gamma World and I hate to say this but they make a perfect fit for the Rapture of the Deep module as conversion into a fully realized campaign setting. They make perfect hunters after new species of under water mutant humanoids and monsters. They could offer communities advice on underwater farming, rebuilding of coast lines, and salvage on massive pre holocaust underwater wrecks and ruins.
 The Deepsmen also make an excellent resource for X plorers and Stars Without Number as planetary engineers, underwater experts, and even as terriformers of underwater environs. There's a real sense of fun about the group. Some of the other bits and pieces of the book make great further fodder for these games as well. There should be different branches of such organizations that can be used to highlight different missions in these retroclone games.
 All in all this free resource has lots of potential for old school science fiction gaming. 

It Came From The Dollar Comic Bin - The 1d10 Random Predator Find Table For Your Old School Post Apocalyptic Campaign





The 1d10 Random Predator Find Table

  1. 1d8 Skinless Corpses With Their Spines & Skulls Removed
  2. +2 techno spear capable of piercing steel embedded in a wall. 
  3. A pile of organs and corpse parts behind which is mono molecular net which does 1d4 points of damage to anyone who touches it. 
  4. A neatly cut off hand with a flint lock clutched in it still loaded 
  5. Diced Full plate armored shoulder and arm still containing the arm 
  6. A single bloody wizard's stuck in the ground covered in gore. 
  7. A light weight +1 dart covered in brain matter stuck nearby 
  8. An alien skull and spin utterly clean and laser etched at the base 
  9. 1d6 minor treasures and gems covered in gore with bits of bone in them. These items are cursed with bad luck 
  10. A single broken +1 razor sharp claw that looks like it's part of some larger weapon. Shattered and broken near the base but still usable


The late 80's and early 90's gave us the predator series. Time and again I've seen these guys turn up in OD&D games. It's become such an expected even I've used the above table to screw with players. The items turn up from time to time but the Predators never turn up.
The other day I was in my local comic book shop and stumbled across a whole bunch of Dark Horse comics featuring a number of versus titles. It seemed that there were hordes of these titles and the Predators were showing up everyplace. I kept expecting to see 'The Predator vs Mary Poppins'. I do love the first two movies though and the comics are fun. The species has appeared in my post apocalyptic games from time to time. And I admit using them in a few super hero campaigns. The short below inspired more then a few games. I got together with a few friends and rewatched  the first two films. Still pretty fun stuff. 


This blog entry is a homage to one my favorite comic series and movies. It is not a challenge to the trademarks and copy writes to any of the owners of this material nor the makers of the above short. The table and blog entries are for entertainment only. 

Friday, April 11, 2014

Commentary On The Free Science Fiction Classic - Attack from Atlantis By Lester Del Rey For Your Old School Science Fiction Campaign

File:Attack from Atlantis 1st Edition Dust Jacket.jpg
Cover art by Kenneth Fagg Find out more about this sci fi artist extraordinaire
HERE  
Grab It Right Over
HERE

Another in The Winston Series of Science Fiction novels. This one concerns the crew of a prototype submarine. Part of the Winston library of science fiction juvenile classics. This science fiction novel could be turned into a kick ass hard core post apocalyptic adventure.
According to Wiki :

The story follows the new U.S.S. Triton submarine on her maiden voyage, but trouble happens when the crew comes face to face with the inhabitants of the underwater city AtlantisAttack from Atlantis is a part of the Winston Science Fiction set, a series of juvenile novels. Triton is a perfect excuse for a DM to link up with the old Gamma World adventure download Rapture From The Deep. Make the Triton's launch facilities part of a colony of PSH humans and the Tritone sub scavenging along the American coast (either one) for supplies. Moving from facility to facility  and you've got an excellent excuse to introduce the 'Mutant Beastie Of The Week.' What makes this a good book for post apocalyptic adventuring is the low crew ratio needed to run the submarine. The adventurers are scouts simply exploring this 'New Earth' and marking out territories for later looting. 
 The Atlantians are a new breed of mutant and you've got the makings for a Rite of Passage style adventure ready for link up with Rapture at a later period. 
There's also a classic Irwin Allen television link up with his unaired television pilot called City Beneath The Sea. Turn the PSH colony into a joint Atlantian/PSH human endeavor and your ready to go. 



Using Attack From Atlantis For Your Old School Space Games 

This juvenile underwater sci fi novel can also make a great bridge gap for your old school space opera. 
Major plot development according to Wiki :
The story is set partly on the atomic powered submarine Triton. In the foreword the author, although not a proper scientist, author del Rey mentions the first real-life atomic sub: "The Nautilus is already being built. And just as this is being written, word has come that the first tests of an atomic power plant for the ship have been successful" (ix). del Rey spends quite some time in his novel trying to explain the difference between the engine on the real nuclear submarine of the Nautilus and that of his own, fictional U.S.S. Triton. 

The U.S.S. Triton is part of an underwater space colony that has been lost for centuries. The PC stumble upon it just as war is about to break out between the two races. Can the PC's navigate the dangerous waters of inter colony foreign policy and diplomacy. It worked quite well for Star Trek The Next Generation and it can work for your old school games. Stars Without Numbers is a perfect excuse for this style of game. 
Then there's the Xplorers angle that can work with a much lower tech level. The PCs find this relic colony in the middle of nowhere about to go to war. There's rich radioactive fuel deposits and the chance for a profit. Do they exploit the situation or help the races to work in harmony? Could this situation become much more deadly with societies on the cusp of nuclear weapons and space expansion in a hundred years not far behind?
 Attack From Atlantis is a perfect excuse to get the kids involved in rpging. The level of violence is way below lots of material out today. There's room for lots of expansion. A DM can exploit the hell out of the novel to really create their own DYI thumbprint on it and it's a free download. All in all this is another Winston science fiction collection winner in my book. 

Wednesday, April 9, 2014

Commentary On The Free Science Fiction Classic - The Year When Star Dust Fell 1958 By Raymond F. Jones For Your Old School Post Apocalyptic Campaigns



Grab it Right Over
HERE
The Year When Star Dust Fell is a juvenile science fiction novel from 1958 from the pen of Raymond F. Jones. The novel is an end of the world novel about a comet that flies over a small city and everything changes!
Here's the blurb from the dust jacket of the book :
That night the comet was the only thing in the whole sky. All the stars were smothered by the light of its copper-yellow flame, and, although the sun had set two hours ago, the Earth was lit as with the glow of a thunderous dawn.
The name of Raymond F. Jones should be familiar to science fiction film fans. He wrote the script for the classic film 'This Island Earth" .
Raymond F. Jones (1915-1994) had an active career that spanned nearly three decades. His most famous work is the novel "This Island Earth" (1952) which in 1955 was made into a movie of the same name. During his career, Jones published over seventy-five stories and a number of novels.
 This is a very dark tale about the breakdown of society in the face of a comet tale that passes through the Earth. Suddenly there is a failure of metal across the world and an almost total breakdown of society. The man character 
Ken Maddox and his father must face down a bevy of looters, mystics, politicians, and others who could spell complete doom for the typical 1950's small town.
 This isn't your typtical juvenile science fiction from the fifties. This little, fast paced tale concerns the conditions that a small town faces in the wake of a passing comet. The situations are surprising real, the ideas here are dark and well thought out.
The book reads surprisingly well for a 1950's science fiction novel and stands up even after all of these years.

Using the Year The Dust Fell For Your Old School Science Fiction or Post Apocalyptic Campaigns

This book has a number of things to recommend it. The science here is fairly sound and the ideas easily adapted. With retroclone games such as X plorers and Stars Without Number the properties of the comet adapted to an old school adventure would keep the players certainly guessing. The technology level hovers just around three for this adventure and even with the properties of technology level instruments of four there is still a real challenge here. The looters, mystics, cranks, and cults might prove to be interesting NPC's to encounter.
I've actually used this book as part of a background for Metamorphosis Alpha. The city in the story was part of a level of the Warden. The passing of the comet disrupted the hologram generators built into the ceiling of the star ship and the effects of the comet were kept the same.
For other post apocalyptic old school games I've used this little known story several times. The challenges of the comet and the formation of several fledgling Cryptic Alliance style organizations resulted from the this particular book.
 The book makes a nice change of pace when a post apocalyptic situation might not call for a life and death challenge for players but one that will keep them guessing.
There are several reasons to use this PD book as background. The book isn't well known anymore, its a great free resource, and it provides a nice window on to an alternative world of folks who are trying to get on. The PC's can stumble into this situation and it makes a great one shot adventure.