Posted in: Dune, Movies, Reviews, Role Playing Games, Science Fiction

Spoiler free thoughts on Dune

The latest Dune movie adaptation finally came out. As I had mentioned in my James Bond: No Time To Die review, I was planning to see Dune in the theaters. Today my wife and I had some free time to go catch a matinee showing. Not only did I love the movie, but it made me think back to the long relationship I’ve had with this franchise. As I’m writing this blog entry, I can turn my head to the left and see the 1984 Dune movie poster displayed in my office.

Dune is another of the many science fiction and fantasy interests that I inherited from my Father. I remember him being excited for the 1984 David Lynch Dune movie. The advertising was everywhere including a poster on the door at my neighborhood 7-11 store. When the different versions of this movie (with different intros giving more background than the theatrical release) were aired on television, we had to record them on our VCR. On one trip to see family out-of-state, my parents picked me up and we listened to one of the books on CD (it was one of the House books). I remember trying to read one of the later Dune books in high school (I didn’t get very far). But I was able to read not only the first book, but several of the books by Bryan Herbert and Kevin J. Anderson. The remaining books are on my reading list to complete.

I don’t recall much from the two mini-series released by the Sci-Fi Channel (now the SyFy Channel). While I’ve watched the 1984 movie again on several occasions, I’ve never sought out the mini-series. I’ll have to make an effort to re-watch these so I can recall them for times such as this one.

Being very familiar with the source material helped me watch this latest movie. No, if you are going in cold you won’t be lost. There is a very rich universe that was created for the book and it may be a lot to take in at once. I wouldn’t be surprised if several showings are needed to take in the rich detail. But being familiar with Dune, I noticed little details that made me appreciate the efforts that went into the making of this film. Seeing these smaller items made me appreciate the film even more.

In the 1984 movie, the music was performed and assembled by the band Toto. Finding the rare CD of the music was one of my goals for the longest time. When I finally found a copy that wasn’t overpriced, I snatched it up and listened to the heck out of it. The soundtrack that was played when the Harkonnens were attacking is still one of the best movie music moments that I’ll never forget. For this new movie the very talented Hans Zimmer put together the musical tracks for this movie and he didn’t disappoint.

There are a few familiar actors in this movie and several that I’ve never had the pleasure to watch before (that I know of). Jason Momoa was an excellent Duncan Idaho. Our Duke Leto was played by Oscar Isaac, better known for his role of Poe Dameron in the last round of Star Wars movies. I didn’t recognize him right away as he had a very full beard. I hope we see more of Dave Bautista as the Beast Rabban in the second Dune movie. While he had some good lines in the first movie, his character has a big part in the story. Josh Brolin also delivered as well. Of the cast I was not familiar with, our young Paul Atreides is played by Timothée Chalamet. He actually did quite well in the roll. I felt that this character was green at the start of the movie and was developing by the end. Rebecca Ferguson as Lady Jessica was another high point in the movie. I think that the producers put together an excellent cast for this movie.

The special effects were also really good. The Guild Highliners were very well designed on a grand scale. The ornothopters also had a very good effect that even my wife commented on it. I felt like we were really on a hostile desert world. The sandstorm did give me one moment that I wanted to heckle. I wanted to say out loud (but stopped myself) that I could see Mad Max and Furiosa could be seen driving the rig into the sandstorm. Not to say that this was a bad moment, it just gave me a flashback to the Mad Mad: Fury Road scene. I also really liked how they did the special effects for the personal combat shields. You could tell that there was

We did get to see the Sardaukar Troops and I felt that this interpretation was much better than what we saw in the 1984 movie. The books really described them as a nasty bunch of soldiers and I felt that we got that in this movie. The Fremen that we get to see in this movie also give you an excellent feel of native members of Arrakis. They were brutal and aware of what was happening. We actually got to see the rhythmic walking on the sand.

I had typed in a few additional thoughts on the movie that I then had to remove in order to keep this review spoiler free. They were minor concerns that I hope are resolved in the second movie, Dune Part Two, that was just announced.

And the last note I wanted to make was about Dune: Adventures in the Imperium Role Playing Game that was just released a few months ago by Modiphius. Thanks to a birthday gift card to Amazon I was able to pick up the hardback core rule book. The 2d20 system was similar to what I saw in Star Trek Adventures, but it was better laid out. There are some differences between the two books but after talking with players of the other 2d20 systems from Modiphius, I understand that this is common. I was pretty impressed with how they set this RPG up. There was details about political intrigue and duels.

The next movie that I’m interested in seeing in the theaters is the new Matrix sequel. I don’t think that is one I’d want to watch on my home television. With the matinee viewing the theaters haven’t been too crowded and it has made for an enjoyable experience.

Posted in: Comic Books, Doctor Who, Role Playing Games, Star Trek

Two Trek tastes that go great together

Modiphius and IDW Publishing working together.
Modiphius and IDW Publishing working together.

In the “I wasn’t expecting this news today” department, Modiphius released a supplement for their Star Trek Adventures roleplaying game. The IDW Year Five Tie In detailing the events from the Star Trek comic series, Star Trek: Year Five by IDW Publishing.

What makes this product so unique is that it’s based off of another Star Trek licensed publication instead of from a television series or movie. This is something that I’ve been wanting to see for quite some time with a Star Trek roleplaying game. There have been comics based off of a video game (Star Trek: Elite Force) and a novel based off of the MMORPG, Star Trek Online (Star Trek Online: The Needs of the Many) but nothing with RPGs so far. Since IDW has been publishing Star Trek comics for over ten years, I hope that this is the start of a long line of products. IDW has had a successful series of Next Generation comics based off of Mirror Universe characters. There was an interesting Romulan series dealing with internal politics. The Kelvin timeline was greatly expanded with several comic series. Basically there are too many storylines to list here, most of them very enjoyable.

Having been inspired by the fan created, Doctor Who: Adventures in Time and Space Expanded Universe series, I was planning to write up my own series of Star Trek Expanded Universe publications (not for sale since I don’t want to violate any rights of the IP holders). Since Modiphius has released one IDW supplement (and hopefully more), I’ll avoid stepping on any toes by creating homebrew stats from non-IDW sources.

I’ve really been fired up by today’s release. I had to buy the book immediately from DriveThruRPG. It uses some of the wonderful artwork from the comics (a bonus which helped I’m certain). There are three new playable races. The I’qosa (a new race introduced in the comics), the Iotians (yea, the Piece of the Action guys) and the Tholians. We get the stats for one new Starfleet vessel as well as ships from the Tholians and I’qosa. Some of the character write ups includes Harry Mudd, Surak, Gary Seven and Isis, all of which were represented all over the Year Five series. There are also two new factions that the gamemasters can use in their campaigns.

While there was a lot packed into the 26 pages. I was really hoping for a racial write-up for the Centaurans (A Federation race featured in the series). There were also several possible NPCs such as the various candidates for UFP president that could have been written up as well. Hopefully there will be a supplement to the supplement.

One set of ships that I doubt we’ll see stats for are the original FASA Starfleet ships that made it into the artwork of Star Trek: Year Five. There were several ships that were clearly inspired by the Federation Starship Recognition Manual. FASA Star Trek references have shown up in quite a few episodes and other licensed works.

Once again, thumbs up to Fred Love and the team at Modiphius for releasing this great supplement for Star Trek Adventures. Don’t make me pull out the “Please Sir, can I have some more” meme when it comes to works like this.

UPDATE: After I posted this entry, I went into my local comic store and picked up my hold on my monthly visit. This included the last issue of Star Trek: Year Five. At the back of the comic book was an advertisement for this product. This issue was releasd on the same day as the announcement from Modiphius.

Posted in: Dune, Dungeons and Dragons, Role Playing Games, Science Fiction, Star Trek, Star Wars

#RPGaDay2021 Day 29: System

Day 29: System

So when it comes to selecting a role playing system to play, which is better? Learning something new or going with a system you are already familiar with that has been adapted for the universe you want to play in?

For me, it’s sixes. Recently I had the option to play in an online game and the game master gave us the option of a D20 system (Starfinder) or something else. I don’t even really recall what the second option was because I was more worried about trying to learn how to use the online virtual table top application (another post for another day). While I was happy for the easy of the D20 system, I also discovered that Starfinder (and I later found out that Pathfinder was the same way) was just a little too crunchy for me. It seems like it has taken the Dungeons and Dragons 3.5 book and added way to many additional rules to the system.

On the other hand, the D20 based Star Wars RPG released in the early 2000’s didn’t really attract me at the time. I’m a big Star Wars fan, but I remember thinking that “Seeing Luke and company with D&D stats just seemed off.” I don’t know if it’s because of all the D6 Star Wars games that I had played, or that I just didn’t have the money at the time to buy another set of books. So I never got into the game at the time it was being published. If someone were to invite me to a game now, I’d take them up on the offer.

There are generic systems out there. I had played GURPS back in the early 90’s. It seemed ok at the time, but a lot of math. So it’s not one of my first choices. I just received Dune: Adventures in the Imperium for a birthday gift which is a 2d20 system like Star Trek Adventures. It’s been interesting to see the tweaks between the two rulebooks. (again another blog post will go into further details on this) The D6 system that was used in the WEG Star Wars system has been ported over to a series of generic RPG books. I could see myself using the D6 system for a classic Battlestar Galactica game.

I haven’t even scratched the surface on which systems have stood out to me or failed to grab my attention. There are just way to many out there. But I have tried a few. When I was going through my three-ringed binder of old characters, I noticed I had sheets for some games that I don’t even remember playing. I must not have been very impressed with the system if I can’t remember them now.

Final Thoughts:

All of the remaining dates in the challenge only have one suggestion for each day. It almost seemed like the list just sputtered out of ideas.

RPGaDay 2021 chart
The RPGaDay 2021 chart
Posted in: Role Playing Games, Star Trek

#RPGaDay2021 Day 17: Nemesis

Day 17: Nemesis

When I saw these suggestions, I knew I wanted to homebrew something for Star Trek Adventures from the movie Star Trek: Nemesis. Remans had already been officially stated out in the Beta Quadrant Sourcebook. I believe that the Romulan Warbird Valdore had already been covered by another homebrew. I thought that the Type 17 “Argo” Shuttle hadn’t been covered yet and started working on that, only to find out that yes it had been created. There was an alien race called the Kolaran, but they were a pre-warp civilization, and didn’t really catch my attention for the focus of this article. After watching the movie and consulting with Memory-Alpha, I elected to homebrew the Emergency Transport Unit.

Emergency Transport Unit (Opportunity 2, Quality Hidden 1): Developed by Starfleet in 2379, the Emergency Transport Unit is a self-contained one-way portable transporter. This unit has a short range that can be used between two nearby ships or from a low orbit. A free action can be used to attach the Emergency Transport Unit to an individual and activate it. The unit only contained enough energy for one transport. The first test of the Emergency Transport Unit was performed by Lt. Commander Data to rescue Captain Picard from the Romulan warbird Scimitar.

Standard portable transporter units at the time were large and bulky. While they could be carried, they could be easily spotted according to Constable Odo. By the 32nd century, portable transporters can not only be worn, but could transport themselves along with the wearer. 24th century emergency transporter armbands are wearable controls to a transporter unit installed on a shuttle or starship.

Final Thoughts:

There were several good suggestions for this day. I imagine that a lot of DMs may want to share their favorite “Trap” setups. “Crime” is a common theme in several different RPGs, especially Gangbusters. “Found” was probably the weakest of the bunch, but I could see someone getting inspired by it.

RPGaDay 2021 chart
The RPGaDay 2021 chart
Posted in: Role Playing Games, Star Trek

#RPGaDay2021 Day 14: Momentum

Day 14: Momentum

I’ve been reading up on the Star Trek Adventures role playing game by Modiphius (I still don’t know how you pronounce that). I’ve only had one chance to play in a session and I’d love to get into an actual campaign. The 2d20 system sounds logical (no pun intended) and I can see how it would work. There are several interesting and huh tidbits about the game. One of the interesting tidbits is one of the subjects for today’s #RPGaDAY2021 challenge. “Momentum”.

When you roll your d20’s in Star Trek Adventures you have to roll under a target number (based upon your Attribute+Discipline+any variables) to earn a success. If you only needed two successes to accomplish the goal and you ended up rolling three or four, you gain what is called Momentum. For example if your character is attempting to scan an energy source on an alien device and you earn Momentum, you can spend a point or two of Momentum to gain some additional information. It is a reward for a well done roll of the dice. Momentum can also be used to create an advantage in a situation (or remove a disadvantage), add additional damage, re-roll a die, and more. The Momentum doesn’t have to be used right away. A player can elect to place it in a pool for anyone in the party to use (max number of items in the pool would be six). Thus the player can decide to help the party if they are having a bad day at rolling dice.

Game Masters have their own pool of dice, called “Threats”. If a player decides that they don’t want to spend Momentum (or they don’t have any Momentum to spend) they can request a Momentum from the GM who gains a Threat to use or place in his pool.

I thought this added an interesting twist to the game. Now if I could get a session in that actually explains how the combat system works.

Final Thoughts:

This was a much better batch of suggestions compared to the past few days. “Fun” is the primary reason we all play role playing games and there was a lot of possible topics that could have been discussed about that. I’m certain that “Limits” could have talked about some of the limits of spells or abilities in various games. “Safety” was another good one as it should be a big goal of both players and game masters.

RPGaDay 2021 chart
The RPGaDay 2021 chart
Posted in: Character Creation Challenge, Role Playing Games, Star Trek

Character Creation Challenge Day 10: Star Trek Adventures

Creation Challenge Day 10

I’ve always been a big fans of role playing in the Star Trek universe. It is an iconic series so someone will have at least some basic knowledge of it. Plus another geeky activity that Star Trek & SF fans like to do is compare the characters/ships/equipment for series to series or even franchise to franchise (OK, Worf with a Bat’leth vs Chewbacca with his Bowcaster, who would win?) The statistics in role playing games gave fans a chance to at least put these questions in a frame of reference. So when Star Trek Adventures by Modiphius was announced, I was really intrigued. Yes I know that the Klingon Core Rulebook is shown in the picture, but I’m not planning to make a Klingon character as I’m still reading the book. My FLGS just barely got it in stock and my wife got it for a late Christmas present. I was so excited I just had to have it in the picture for this Character Creation Challenge entry.

Stivon is a male Vulcan Science Officer serving on the USS Tacoma, an Excelsior-Class starship during the 2290’s (around the time of Star Trek VI: The Undiscovered Country). In STA you have six attributes. Control (How the character controls themselves both physically and mentally. Think dexterity plus focused mind), Fitness (Physical strength, health and endurance), Insight (Understanding others people, their feelings, your self-awareness and wisdom), Presence (Charisma and diplomacy basically) and Reason (Logic, learning and observation). Characters also have six Disciplines. These are Command (Leadership skills), Conn (Piloting skills), Engineering (Fix things and build things skills), Security (Shoot and don’t be shot skills), Science (Understanding things around us skills) and Medicine (Fix up character skills). In the game when facing a challenge the GM will tell you to add an Attribute with a Discipline to come up with a target number that you need to roll under. You roll at least 2d20 (or more if you can pull them from a pool) and each roll under your target number counts as a success. Some more difficult tasks may require a certain number of success in order to succeed the task.

Each character starts with 7 in all Attributes and 1 in each Discipline. Then you go through a “Life Path” creation process with opportunities to add to both Attributes and Disciplines until you get the end. Each character will end up with a maximum of 56 points in Attributes and 16 points in Disciplines. You will also end up with some history, Values, Talents and Focuses. The history gives your GM some possible plot points to use in the game later. The Values are something your character believes in represented in a short quote (example: I’ll give Stivon “The needs of the many outweigh the needs of the few.”) The Value can be used in gameplay to gain extra dice to roll or other bonuses if applied at the appropriate time. Focuses are specialized skills (such as Cybernetics or Small Craft Piloting, etc.). These give you additional die or other bonuses during play. Talents are items that come naturally to your character through it’s development (such as Mind Meld or Neck Pinch) but may have specific requirements (Vulcan only, etc.). As with Focuses and Talents, they add bonuses to gameplay and flesh out the character.

Stivon was born and raised on the planet Vulcan so he gains the advantages from this environment. While I selected the homeworld for Stivon’s environment, I randomly rolled for the upbringing which resulted in Artistic & Creative. The RAW state that my character could be accepting or rebelling against the upbringing. Stivon’s parents were musicians so in being accepting, he grew up with the logic of how music was created.

Next Stivon entered Starfleet Academy. He wanted to explore more of this universe and was torn between the path he choose and the Vulcan Science Academy. Eventually the opportunity to see music from other cultures was the deciding factor in selecting Starfleet. This resulted in additional values, attributes, disciplines, focuses and talents. I decided that Stivon would be an experienced officer (other than young officer or veteran officer) and added the value and talent from that step.

There are at least two career events that can happen to a Starfleet Officer durring their many tours that are randomly rolled. These can create plot points for the GM to use as well as adding attributes, disciplines and focuses. For my first event, Stivon discovered an artifact from an extinct civilization. While on Rolvath Prime, Stivon discovered a device that allowed two individuals to instantaneously share each other’s history in a matter of seconds. While this gave a young Caitian ensign a vast appreciation of music, Stivon was unnerved by the encounter in experiencing the family history of many siblings. For the second career event, Stivon was mentored. Inspired by the first event I decided that Stivon would seek out a Vulcan officer to help him meditate and calm his mind. He took ten months of leave on Vulcan and studied various techniques to return his mind to normalcy. While he felt confident enough to resume his duties, he now understands Caitian history and culture.

The finishing touches wrapped up Stivon’s stats, stress value, damage bonus, department position and assigned equipment. The character sheet is posted below.

Stivon character sheet

Afterthoughts:

With other entries in the Character Creation Challenge, I only used the primary rulebook to create the character. After creating a Star Trek Adventures character last month for an upcoming campaign I elected to use a fan-made character creation guide just because it was all laid out step-by-step. The STA core rulebook has a lot of good rules in it, spread out in different sections. The character creation guide quickly pointed me directly to the page numbers I needed to see. As I mentioned above, I just picked up the new Klingon core rulebook. I’ve heard that it is better organized (I’ll check that soon). I can say that I’m very happy that the Klingon book design was dark text on white pages. The black pages with white and orange text was very hard on the eyes. The character creation process reminded me a little of the FASA Star Trek system. I think if I create a bunch of new characters the system will make a little bit more sense to me. I’m really interested in creating stats for characters we see in the expanded Star Trek universe.

I almost forgot to mention, technically I was suppose to create two characters for STA for a campaign. A secondary character just in case the session doesn’t call for your primary character. An away team is heading down to the planet to rescue the hostages? Instead of the player with the science officer being bored while his character is stuck on the ship, he just grabs his secondary character that is a lower ranked security officer and continues with the game. I thought this was an excellent idea.

Additional Notes:

I have not discovered any new blogs displaying new characters today. But there is an active hashtag in social media for #CharacterCreationChallenge which has been getting used a lot. There is also a lot of players participating in the challenge on the RPG.net message board.

Coming Up Next:

Dungeons and Dragons 3.5 Edition

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