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Saturday, April 12, 2025

Captain Hedges and the USS Urland: A 90th Century Time-Traveling Space Opera!

 

Captain Hedges and the USS Urland: A 90th Century Time-Traveling Space Opera!

Greetings, intrepid adventurers! Today, we're diving deep into the lore and mechanics of my upcoming sci-fi space opera campaign, centered around the daring Captain Hedges and his extraordinary vessel, the USS Urland. Set in the far-flung 90th century (that's the year 8950 for you history buffs!), this campaign blends the best of Star Trek's advanced technology and Babylon 5's epic scale with a unique twist on multiverse travel.



At the heart of our adventures is the USS Urland, a Universe-class time ship unlike any other. Imagine a 25th-century Federation vessel, imbued with 29th-century temporal capabilities, and augmented with the ability to navigate the vast multiverse through jump gate portals. This isn't your grandpappy's starship – the Urland is a marvel of future engineering!

USS Urland - Universe-Class Time Ship Stats (GM Controlled Plot Device):



To bring the Urland to life in our MONSTERS MONSTERS 


HUMANS HUMANS inspired By Ken St Andre


PLUS HIS  Starfaring, and some d6 system, here are its vital statistics for the GM's reference.


  • Monster Rating: 8950 (895D6 + 4475) - Reflecting its incredibly advanced hull construction with future alloys and ablative armor shielding. This makes the hull exceptionally durable.

Key Systems and Damage Control:

When the USS Urland's systems take damage, the designated officer makes a Saving Roll of 2D6 + their relevant attribute modifier against a Target Number (TN) equal to the amount of damage taken. Success means the damage is bypassed; failure results in additional system damage. Rolling a 1 or 2 on either die is a Critical Failure, while double 6's is a Critical Success with bonus effects.

  • Hull Integrity: Rating 895D6 + 4475 (Overall structural integrity). 

  • Shield Systems: Rating 12D6 + 60. Controlled by the Chief Engineer (CON modifier for damage control). Failure damage: 10D6 + 50. 

  • Warp Drive: Rating 10D6 + 50. Controlled by the Chief Engineer (DEX modifier for damage control). Failure damage: 10D6 + 50. 

  • Temporal Drive: Rating 15D6 + 75. Controlled by the Chief Engineer (INT modifier for damage control). Failure damage: 12D6 + 60. 

  • Jump Gate Portal Generator: Rating 9D6 + 45. Controlled by the Chief Engineer (INT modifier for damage control). Failure damage: 7D6 + 35. 

  • Weapons Systems: Rating 10D6 + 50. Controlled by the Chief Security/Weapons Officer (DEX modifier for damage control). Failure damage: 8D6 + 40. 

  • Bridge Control Systems: Rating 12D6 + 60. Controlled by the Conn Officer (DEX modifier for damage control). Failure damage: 10D6 + 50. 

  • Sensor Systems: Rating 11D6 + 55. Controlled by the Conn Officer (INT modifier for damage control). Failure damage: 9D6 + 45. 

The Crew:

Our intrepid adventures will typically involve a minimum bridge crew of three, plus the indomitable Captain Hedges in his command chair:





Captain Hedges: The strategic leader, monitoring all systems from their command chair, issuing orders, and capable of directly intervening when necessary. The captain's private quarters are integrated with a ready room for meetings and personal work, ensuring they are always ready for action. Captain Hedges

Description: A seasoned veteran with a distinguished career spanning decade, Captain Hedges is a leader known for his tactical brilliance and unwavering resolve. His calm demeanor masks a sharp mind that quickly assesses situations, formulating plans with surgical precision. While his strategic prowess is legendary, his true strength lies in his ability to inspire hope and foster a sense of camaraderie among his crew. He possesses an innate understanding of human nature, allowing him to connect with his officers and crew on a personal level, earning their respect and loyalty.

Role: 

  • As Commanding Officer, Captain Hedges holds the ultimate authority and responsibility for the USS Urland and its crew. He is the final decision-maker, entrusted with the safety of the vessel and the successful completion of their missions. He sets the overall tone and direction for the ship, fostering a sense of duty and purpose amongst the personnel under his command. He is addressed as "Captain" and his word is law aboard the Urland.
  • As Strategic Planner, Captain Hedges is responsible for the art of creating specific long-term objectives and the overarching strategies to achieve them. He analyzes complex situations, anticipates potential challenges and opportunities, and develops comprehensive plans that take into account the Urland's unique capabilities in space, time, and across dimensions. He evaluates the potential consequences of different courses of action, always keeping the long-term goals of their mission, and potentially Starfleet's directives, in mind. His tactical brilliance in the moment is often a direct result of his meticulous strategic foresight.

Stats: * STR 12: Physically strong, capable of holding his own in hand-to-hand combat if necessary.

  • DEX 10: Agile and coordinated, able to react quickly in combat or crisis situations.
  • CON 13: Possesses high stamina and endurance, able to withstand the rigors of space travel and demanding missions.
  • INT 15: A brilliant mind, capable of complex strategic thinking, problem-solving, and analysis of data.
  • WIZ 11: A keen understanding of technology and systems, able to quickly grasp new concepts and troubleshoot technical issues.
  • CHA 14: Charismatic and persuasive, able to inspire confidence and loyalty in his crew, and negotiate effectively with other species.
  • SPD 10: Average speed and agility for a human.

Skills:

  • Tactics 5: Highly skilled in battlefield strategy, able to anticipate enemy movements and develop countermeasures.
  • Diplomacy 4: A skilled negotiator and diplomat, able to resolve conflicts peacefully and build strong alliances.
  • Piloting 3: Competent in piloting starships, but not a specialist; he relies on his Conn Officer for complex maneuvers.
  • Command 5: A natural leader, able to motivate and inspire his crew, maintain discipline, and make tough decisions under pressure.
  • Ranged Combat 2: Proficient in the use of phasers and other ranged weapons, though not a combat specialist.

Gear:

  • Command Data Pad: A state-of-the-art device for accessing information, communicating with other officers, and controlling ship systems.
  • Energy Pistol: A standard-issue sidearm for self-defense.
  • Personal Shield: A portable energy shield for protection against minor threats.
  1. Conn Officer (Pilot/Navigator): Master of the Urland's movement through space, time, and dimensions. Also responsible for the vital Sensor and Bridge Control Systems. 

    Lieutenant Zara

    Description: A skilled pilot with nerves of steel, Zara is a master of evasive maneuvers and high-speed pursuit. Her reflexes are unmatched, and she can navigate any spacecraft through the most treacherous conditions with precision and grace. Known amongst her fellow pilots by the informal callsign "Fly Girl," Zara possesses an innate understanding of spatial dynamics and a daring spirit that makes her a natural at the helm. Beyond her exceptional piloting prowess, Zara is a quick thinker and a valuable asset in combat situations.

    Role: Pilot, Combat Specialist.

    • Pilot: As the primary Pilot of the USS Urland, Lieutenant Zara is responsible for the safe and effective navigation of the starship through all environments – be it the vast emptiness of space, dense asteroid fields, turbulent nebulae, or even the chaotic energies of temporal and dimensional rifts. Her skills extend beyond simply steering the vessel; she possesses an intuitive understanding of the Urland's intricate control systems and can execute complex maneuvers with split-second precision. Zara is adept at evasive flying to avoid enemy fire, performing high-speed pursuits, and landing or docking in challenging conditions. Her quick reflexes and spatial awareness are crucial for the Urland's survival and tactical positioning. The informal callsign "Fly Girl," earned through her daring and skillful piloting, speaks to her mastery of spacecraft handling.
    • Combat Specialist: In her capacity as a Combat Specialist, Lieutenant Zara brings her sharp reflexes and tactical awareness to bear in hostile encounters. While the Chief Security/Weapons Officer is primarily responsible for the ship's main armaments, Zara's combat skills focus on personal and small-team engagements. She is proficient in the use of energy pistols and other ranged weaponry, able to quickly acquire targets and deliver accurate fire. Her agility, honed through acrobatics training, makes her effective in close-quarters combat as well. Zara's understanding of basic tactical principles allows her to contribute to ground-based operations and provide valuable support during shipboard security breaches. Her quick thinking and combat instincts make her a vital asset when the Urland or its crew faces direct threats.

    Stats: STR 11, DEX 15, CON 12, INT 13, WIZ 10, CHA 12, SPD 14.

    • STR 11: While not exceptionally strong, Zara possesses adequate physical strength for maneuvering within the ship and handling equipment.
    • DEX 15: Her exceptional dexterity is evident in her piloting skills and her ability to react quickly in combat.
    • CON 12: Zara is physically fit and resilient, able to withstand the stresses of space travel and combat.
    • INT 13: She possesses a sharp intellect, able to quickly analyze tactical situations and make split-second decisions.
    • WIZ 10: While not a tech wizard, Zara has a basic understanding of ship systems and can assist with minor repairs or troubleshooting.
    • CHA 12: Zara is confident and assertive, able to communicate effectively with her crew and maintain a calm demeanor under pressure.
    • SPD 14: Her speed and agility are exceptional, allowing her to react quickly and effectively in combat situations.

    Skills:

    • Piloting 5: Zara is a master pilot, capable of maneuvering the USS Urland with incredible precision and skill, even in the most challenging environments.
    • Ranged Combat 4: A competent marksman, Zara is proficient with phasers and other ranged weapons for self-defense.
    • Acrobatics 3: Her agility and reflexes translate well to hand-to-hand combat situations.
    • Tech Savant 2: While not a specialist, Zara possesses a basic understanding of ship systems and can assist with minor repairs or troubleshooting.
    • Tactics 2: Zara has a good grasp of basic tactical principles and can contribute to mission planning and combat strategies.

    Gear:

    • Piloting Rig: A custom-fitted suit that enhances her reflexes and provides comfort during extended flight operations.
    • Energy Pistols: Standard-issue sidearms for self-defense.
    • Light Armor: Lightweight, flexible armor that provides protection without hindering movement.

Chief Engineer Samuel O'Malley


Chief Engineer: Description: A quintessential Irishman with a twinkle in his eye and a knack for coaxing miracles out of even the most temperamental technology, Samuel O'Malley is the heart and soul of the USS Urland's intricate engineering systems. With a brogue as thick as a starship hull and a spirit as resilient as reinforced duranium, O'Malley possesses an almost mystical understanding of the advanced Warp, Temporal, Shield, and Jump Gate Portal Generator systems. When the ship groans under the strain of battle or the unpredictable forces of time and dimension, it's O'Malley who can be found deep within the Jefferies tubes, muttering Gaelic incantations and wielding his sonic spanner like a divining rod, ensuring everything holds together. His calm demeanor under pressure and his uncanny ability to reroute power and bypass damage make him an invaluable asset, especially when the shields are flickering under heavy enemy fire.

Role: Chief Engineer, Systems Expert, Damage Control Specialist. 

  • Chief Engineer: The Chief Engineer is responsible for the overall maintenance and operation of the starship's engineering systems. This includes the engines, life support, and other vital systems. They are also responsible for making repairs and modifications to the ship as needed.
  • Systems Expert: A Systems Expert is an engineer who specializes in a particular area of starship engineering, such as propulsion, life support, or weapons systems. They have a deep understanding of their area of expertise and are able to troubleshoot and repair complex systems.
  • Damage Control Specialist: A Damage Control Specialist is responsible for assessing and repairing damage to the starship. They are trained in a variety of techniques, such as patching hull breaches, fighting fires, and restoring power to damaged systems.
  • Stats: STR 13, DEX 12, CON 14, INT 16, WIZ 15, CHA 10, SPD 11.

    • STR 13: Possesses the strength to handle heavy machinery and perform demanding repairs.
    • DEX 12: Nimble enough to navigate tight spaces within the engineering sections and react quickly to system failures.
    • CON 14: Exceptionally resilient and able to work tirelessly under stressful conditions, enduring long shifts during crises.
    • INT 16: A brilliant engineer with a deep understanding of theoretical and applied physics, especially as it relates to advanced propulsion and energy fields.
    • WIZ 15: Possesses an intuitive grasp of the ship's complex systems, often able to diagnose problems and devise solutions others might miss.
    • CHA 10: While not a diplomat, O'Malley's genuine nature and dry wit often endear him to his crewmates.
    • SPD 11: Moves with a practical efficiency, getting where he needs to be to solve the problem.

    Skills:

    • Engineering 5: A master of all ship systems, with a particular expertise in warp drives, temporal mechanics, shield technology, and dimensional translocation.
    • Tech Savant 4: Possesses an uncanny ability to understand, repair, and modify complex technology, often improvising ingenious solutions.
    • Damage Control 5: Unflappable under pressure, O'Malley excels at quickly assessing damage and implementing effective repairs, especially to vital systems like shields.
    • Temporal Mechanics 3: A solid understanding of temporal physics, crucial for maintaining the stability of the temporal drive.
    • Dimensional Physics 3: Knowledgeable in the principles governing dimensional travel and the operation of the jump gate portal generator.

    Gear:

    • Engineering Tricorder: A highly advanced diagnostic and repair tool, often customized with O'Malley's own modifications.
    • Sonic Spanner: His preferred multi-tool, capable of a wide range of mechanical and energy adjustments.
    • Emergency Repair Kit: A compact kit containing essential tools and materials for on-the-spot fixes.
    • Personal Shield Emitter: A standard-issue device for personal protection.
    Chief Security/Weapons Officer: The tactical expert in charge of the Urland's formidable armaments. 

    Description: Vaughn is a skilled tactician with a sharp mind and a cool demeanor. He is the master of the Urland's formidable arsenal, possessing an in-depth knowledge of its weapons systems and a keen tactical sense. Vaughn is a calm and collected individual, able to maintain his composure even under fire. He is a valuable asset to the crew, and his expertise is essential to the ship's success.

    Role: Chief Security/Weapons Officer, Tactical Specialist

    • Chief Security/Weapons Officer

    This officer is responsible for the ship's security and defense systems. They are responsible for coordinating the ship's defense against attacks, and for maintaining order and discipline on board the ship. They are also responsible for the training and supervision of the ship's security personnel.

    • Tactical Specialist

    A Tactical Specialist is a skilled officer who is able to analyze combat situations and develop effective strategies. They are able to anticipate enemy movements and coordinate the ship's defenses to counter them. They are also able to provide tactical advice to the ship's captain and other officers.

    Stats: STR 12, DEX 13, CON 14, INT 14, WIZ 10, CHA 11, SPD 12.

    • STR 12: Vaughn is physically fit and capable of handling himself in close quarters combat if necessary.
    • DEX 13: His reflexes are sharp, allowing him to react quickly to threats and coordinate his team's response.
    • CON 14: He possesses a high level of endurance, allowing him to remain focused and alert under pressure.
    • INT 14: Vaughn is highly intelligent and possesses a deep understanding of tactical principles and weapons systems.
    • WIZ 10: While not a tech wizard, Vaughn has a basic understanding of the ship's systems and can assist with minor repairs or troubleshooting.
    • CHA 11: Vaughn is a capable leader and can effectively communicate with his team members.
    • SPD 12: He is physically agile and can move quickly when necessary.

    Skills:

    • Weapons Systems 5: Vaughn is a master of the ship's weapons systems, possessing a deep knowledge of their capabilities and limitations.
    • Tactics 4: He is a skilled tactician, able to anticipate enemy movements and develop effective countermeasures.
    • Ranged Combat 4: Vaughn is a proficient marksman with phasers and other ranged weapons.
    • Hand-to-Hand Combat 3: Vaughn is skilled in unarmed combat techniques, allowing him to defend himself in close quarters situations.
    • Security Protocols 3: Vaughn is well-versed in Starfleet security protocols and procedures.

    Gear:

    • Phaser: A standard-issue sidearm for personal defense.
    • Security Uniform: A reinforced uniform that provides protection against minor threats.

    Personality: Vaughn is a calm and collected individual with a sharp mind and a dry wit. He is a skilled tactician and a valuable asset to the crew. He is always prepared for any situation and is ready to defend the ship and its crew at all costs.

    The Universe Awaits!

    With the powerful USS Urland and its skilled crew, the possibilities for adventure are limitless. 

    Assistant Security Officer Lt Junior Grade Krumtarg Kad Played by Mr Robert....




    other profile pictures for players to use as their own crew images

    USS Urland Crew Creation Guide

    This guide will help you create new crew members for your adventures aboard the USS Urland, consistent with the established stat blocks and roles.

    1. Concept

    • Role: Determine the crew member's primary role aboard the Urland. Examples include:

      • Science Officer: Specializes in scientific disciplines (biology, physics, astronomy, etc.).

      • Medical Officer: Responsible for the health and well-being of the crew.

      • Engineer: Works in various engineering disciplines

      • Security Officer: Maintains security and enforces regulations.

      • Navigator: Charts the ship's course and plans interstellar travel.

      • Communications Officer: Handles communication with other ships and planets.

      • Counselor: Provides psychological support and guidance.

      • Specialist: An expert in a unique field (e.g., xenoarchaeology, temporal mechanics).

    • Description: Develop a brief background and personality. Consider:

      • Species: Human, Andorian, or a unique alien species?

      • Age: Influences experience and skills.

      • Personality: Are they optimistic, serious, quirky, etc.?

      • Background: What were they doing before joining the Urland crew?

      • Callsign: Do they have a nickname?

    2. Stats

    Allocate points to the following stats. The typical range for a competent crew member is 10-15. You have a pool of 70 points to allocate.

    • STR (Strength): Physical power, carrying capacity, and melee combat ability.

    • DEX (Dexterity): Agility, reflexes, and fine motor skills.

    • CON (Constitution): Health, stamina, and resistance to injury/disease.

    • INT (Intelligence): Knowledge, logic, and problem-solving ability.

    • WIS (Wisdom): Perception, intuition, and understanding of people.

    • CHA (Charisma): Leadership, persuasion, and social skills.

    • SPD (Speed): Influences movement and initiative. (Generally, this is derived, but you can allocate a few points here if you like)

    3. Skills

    Choose skills relevant to the character's role. Assign skill ranks, with 1 being competent and 5 being exceptional. A new crew member typically has 15 skill points to distribute.

    • Core Skills: Every crew member should have some proficiency in:

      • Diplomacy

      • Tactics

      • ?

    • Role-Specific Skills:


      • Commanding Officer (Specialty Star Ship Operations),

      • Science Officer: Science (specialty), Research, Investigation

      • Medical Officer: Medicine, Biology, Empathy

      • Engineer: Engineering (specialty), Repair, Tech Savant

      • Security Officer: Security, Hand-to-Hand Combat, Investigation

      • Navigator: Piloting, Astrogation, Spatial Awareness

      • Communications Officer: Communications, Linguistics, Diplomacy

      • Counselor: Psychology, Empathy, Persuasion

      • Specialist: Skills depend on their specialty.




    4. Gear

    Determine the character's standard equipment. This usually includes:

    • Uniform: Standard-issue USS Urland attire.

    • Personal Protection: Energy Pistol and/or Personal Shield.

    • Role-Specific Gear:

      • Science Officer: Tricorder, Research equipment.

      • Medical Officer: Medical kit, Bio-scanner.

      • Engineer: Engineering tools, Diagnostic devices.

      • Security Officer: Phaser, Security gear.

      • Navigator: Navigation tools, Star charts.

      • Communications Officer: Communicator, Language translator.

      • Counselor: None (unless needed for a specific mission).

      • Specialist: Gear related to their specialty.

    5. Finishing Touches

    • Name: Give your character a memorable name.

    • Appearance: Briefly describe their physical appearance.

    • Quotes: A favorite saying or catchphrase can add personality.

    other profile pictures for players to use as their own crew images




    Starship Creation Guide



    This guide provides a framework for designing your own starships, whether for exploration, combat, or a unique purpose within your science fiction setting. We'll use the USS Urland as a starting point and expand from there.

    1. Purpose and Role

    Define the primary function of your starship. This will heavily influence its design and capabilities.

    • Exploration: Long-range travel, scientific research, diplomacy.

    • Combat: Warship, destroyer, cruiser, carrier.

    • Transport: Cargo hauling, passenger liner.

    • Scientific: Research vessel, laboratory ship.

    • Hybrid: A combination of roles (e.g., exploration/defense).

    • **Unique: Temporal exploration, dimension hopping.

    2. Size and Class

    Determine the ship's size and class, which will affect its crew capacity, armament, and maneuverability.

    • Small: Shuttle, fighter, scout ship (1-10 crew).

    • Medium: Frigate, destroyer, transport (10-100 crew). Example: USS Urland

    • Large: Cruiser, carrier, science vessel (100-1000+ crew).

    • Huge: Battleship, space station, supercarrier (1000+ crew).

    3. Core Systems

    These are essential for any starship.

    • Propulsion:

    • Sublight: Ion drives, plasma engines, fusion drives.

    • Faster-Than-Light (FTL): Warp drive, hyperdrive, jump drive, temporal drive.

    • Power Source: Antimatter reactor, fusion reactor, zero-point energy.

    • Life Support: Atmosphere generation, gravity control, waste recycling.

    • Computer Systems: Navigation, ship control, data processing, AI.

    • Sensors: Short-range and long-range scanners, targeting sensors, subspace sensors.

    • Communications: Subspace communication, radio, laser communication.

    • Defensive Systems:

    • Shields: Energy shields (various types).

    • Armor: Reinforced hull plating (various materials).

    • Weapons Systems: (If applicable)

    • Energy Weapons: Phasers, lasers, particle beams.

    • Projectile Weapons: Missiles, torpedoes, railguns.

    • Hull Integrity: A rating of the overall structural integrity of the ship.

    4. Special Systems

    These are unique to the ship's role or class.

    • Exploration: Advanced sensors, long-range scanners, scientific labs.

    • Combat: Heavy armament, cloaking device, advanced targeting.

    • Transport: Cargo holds, passenger quarters, docking bays.

    • Scientific: Specialized labs, research equipment, observation decks.

    • Hybrid: A mix of systems from different roles.

    • Unique: Temporal displacement unit, dimensional drive, cloaking device.

    5. Design and Aesthetics

    Consider the visual appearance of your starship.

    • Shape: Saucer-shaped, cylindrical, winged, or a unique design?

    • Color: Reflects the ship's purpose or origin.

    • Markings: Registry number, insignia, or other identifiers.

    • Interior: Bridge layout, crew quarters, common areas.

    6. Crew Complement

    Determine the number of crew members and their roles. Consider positions like:

    • Captain

    • First Officer

    • Navigator

    • Chief Engineer

    • Weapons Officer

    • Science Officer

    • Medical Officer

    • Security Officer

    • Pilot

    • Communications Officer

    This guide should provide a solid foundation for creating your own starships. Feel free to adapt and expand upon it to fit your specific needs and setting.



    Stay tuned for more updates on the campaign setting, as we, be exploring strange new worlds, delving into the mysteries of time travel, and venturing into the uncharted territories of the multiverse via ancient jump gate technology. Expect thrilling spaceship battles where crew coordination is key to survival, intricate temporal investigations, and mind-bending journeys across realities, with potential threats, and the unique challenges that Captain Hedges and the crew of the USS Urland Universe will face in the 90th century! The cosmos – and the timelines – are waiting to be explored!










    3 AM Porch Ponderings: Coffee, Moonlight, and the Call to Forgive Forward

    3 AM Porch Ponderings: Coffee, Moonlight, and the Call to Forgive Forward



    The moon still hangs like a silver coin in the inky sky, casting long shadows across my porch. It's 3 AM, a quiet hour for coffee, contemplation, and the gentle discipline of my discipleship class homework. Right now, Lysa TerKeurst's "Forgiving What You Can't Forget" is open on my lap, and the wisdom of the final chapters, 11 and 12, is sinking deep into my soul as I spend this quiet time with God.

    Chapter 11, "The Choice to Be Determined, Not Defined," feels particularly resonant in this still hour. TerKeurst speaks to the power we hold in deciding how our past hurts will shape our future. It reminds me of the Apostle Paul's powerful declaration in Philippians 3:13-14: "Brothers and sisters, I do not consider myself yet to have taken hold of it. But one thing I do: Forgetting what is behind and straining toward what is ahead, I press on toward the goal to win the prize for which God has called me heavenward in Christ Jesus." Just as Paul intentionally chose to leave the past behind and press into his divine calling, we too have that same choice when it comes to our pain. Will we allow it to define us, trapping us in bitterness? Or will we choose determination, fueled by God's grace, to move towards healing and hope? Jesus Himself came to give us life to the full (John 10:10), and clinging to unforgiveness only allows the enemy to steal that fullness. Our struggles, as Romans 5:3-5 reminds us, can produce perseverance, character, and ultimately, hope – if we choose to be determined in the face of them.  

    As the moonlight bathes the porch in its soft glow, I turn to the final chapter, "Living Loved and Forgiving Forward." It’s a powerful call to action, rooted in our identity as beloved children of God. 1 John 4:19 simply states, "We love because he first loved us." This profound truth becomes the bedrock for extending forgiveness. It's not about condoning the hurt, but about freeing ourselves to fully receive and extend the love that defines us in Christ.

    "Forgiving forward" – the very concept resonates with the quiet promise of this early morning. It’s about intentionally choosing how we will live, not shackled by the ghosts of yesterday. This aligns beautifully with Ephesians 4:22-24, urging us to put off our old selves and put on the new, created in God's likeness. Forgiving forward is an active step in that transformation. It involves setting healthy boundaries, wisely choosing our companions (Proverbs 13:20), and pressing on towards our God-given purpose (Philippians 3:14). Jesus' own example of loving his enemies (Matthew 5:44) challenges us to move beyond our natural inclinations and choose a path of grace. Ultimately, as Romans 15:13 assures us, "May the God of hope fill you with all joy and peace as you trust in him, so that you may overflow with hope by the power of the Holy Spirit." This overflowing hope is found not in clinging to bitterness, but in living loved and forgiving forward.   

    In these quiet moments before the world awakens, with the moonlight as my witness and God's Word as my guide, the call to be determined, not defined, and to live loved while forgiving forward feels less like a daunting task and more like a gentle invitation. It's a reminder that even in the lingering shadows of past hurts, the light of God's love and the promise of a new day offer the strength to choose healing, to choose hope, and to choose to forgive – not just for others, but for the sake of our own hearts and the abundant life Christ offers.

    What are your early morning reflections on forgiveness and moving forward? I'd love to hear your thoughts as we both navigate this journey.

    7 AM Porch Ponderings: Coffee, Moonlight, and the Call to Forgive Forward

     

    7 AM Porch Ponderings: Coffee, Lingering Moonlight, and the Biblical Path to Forgiveness



    The eastern sky is beginning to blush with the first hints of dawn, though the moon still holds its place in the heavens, a reminder of the quiet hours past. Here on my front porch, with a fresh cup of coffee warming my hands, I'm continuing my journey through Lysa TerKeurst's "Forgiving What You Can't Forget" for my discipleship homework. The insights from chapters 13 through 15 are stirring my soul this morning, particularly when viewed through the lens of God's Word.

    Chapter 13, "When Forgiveness Feels Like Letting Them Off the Hook," tackles a feeling I suspect many of us wrestle with. It's the fear that by forgiving, we're somehow excusing the wrong done to us. But as TerKeurst wisely points out, and as scripture reinforces, forgiveness is ultimately for our liberation. Jesus' words in Matthew 6:14-15 are clear: "For if you forgive other people when they sin against you, your heavenly Father will also forgive you. But if you do not forgive others their sins, your Father will not forgive your sins." Holding onto that hook of unforgiveness only binds us tighter to the pain, much like the enslavement to sin described in Romans 6:16. True freedom comes in releasing that grip, not for the offender's sake, but for our own spiritual and emotional well-being.   

    As the morning light strengthens, I reflect on Chapter 14: "The Power of Naming the Hurt." TerKeurst emphasizes the importance of being honest about the specifics of our pain, a practice echoed throughout the Psalms. David, in his anguish, didn't shy away from raw honesty with God (Psalm 22:1). By articulating our wounds – the betrayal, the abandonment, the disrespect – we validate our experience and begin the crucial process of healing. It's a step towards truthfulness with ourselves and with God, paving the way for genuine forgiveness.

    Finally, Chapter 15, "Grace: The Unearned Gift That Makes Forgiveness Possible," resonates deeply with the core of the Gospel. TerKeurst beautifully connects our ability to forgive with the boundless grace we ourselves have received. Ephesians 4:32 commands us: "Be kind and compassionate to one another, forgiving each other, just as in Christ God forgave you." Our capacity to extend forgiveness is a direct reflection of the forgiveness we've been so freely given through Christ's sacrifice. The parable of the unforgiving servant in Matthew 18:21-35 serves as a stark reminder of the importance of extending that grace to others. Forgiveness, empowered by God's grace, is often a supernatural act, a conscious choice to give what hasn't been earned, mirroring the very heart of God's love for us.   

    Sitting here as the day awakens, the lessons from these chapters, illuminated by scripture, offer a powerful path forward. Forgiveness isn't about condoning wrong; it's about choosing freedom for ourselves (Matthew 6:14-15). It requires honesty in acknowledging our pain (as seen in the Psalms), and it's ultimately made possible by the transformative grace we've received in Christ (Ephesians 4:32). May we all find the strength, through God's grace, to release the burden of unforgiveness and walk in the light of His love.

    What are your thoughts on the role of grace and honesty in the journey of forgiveness? I'd love to hear your reflections as we continue to learn and grow together in faith.

    Saturday, April 5, 2025

    Roar into the Past (and Future!): Revisiting the Classic "Monsters! Monsters!" and My Tygerians Unleashed on Zimrala!

     


    INTRODUCTION

    Hey fellow adventurers and monster enthusiasts! Today, I'm taking a delightful dive into the past to revisit a true gem of the early role-playing game scene: the one and only "Monsters! Monsters!" In 1976, Ken St. Andre, the visionary creator of the second oldest role-playing game, Tunnels & Trolls, unleashed a fantastic companion game: Monsters! Monsters! It was initially published by Metagaming Concepts before finding its long-time home with Flying Buffalo in 1979. For four decades, the game remained a beloved classic, largely unchanged... until now!

    I recently had the pleasure of poring over a 2007 reprint of the original edition – a charming forty-page saddle-stapled booklet that remains remarkably faithful to its roots. The new first page credits, mentioning the websites of the ever-talented Liz Danforth and Flying Buffalo, are the only immediately noticeable additions to this otherwise faithful reproduction. I even recall owning a comb-bound edition decades ago with a slightly different cover, but both capture that wonderfully whimsical spirit – a giant riding lizard and warrior, embodying the game's playful heart.

    Flipping through the pages, Danforth's black-and-white line art, full of skill and humor, leaps out. While perhaps not always directly contextual, these illustrations are delightful features in their own right. The layout is a testament to a different era of game design: tiny page numbers, generous margins, and single-column, ragged-right text in a serif font. Instead of sidebars, the author cleverly employs footnotes to deliver supplementary information. The writing style is distinctly informal, even delightfully silly at times, and refreshingly avoids getting bogged down in excessive detail. It's a game that aims to deliver eighty percent of the gaming goodness in twenty percent of the page count – a testament to its lean and focused design. A table of contents is present, but with a game this concise, an index simply isn't needed.

    The game's iconic by-line, "When YOU want to be the monster!", perfectly encapsulates its revolutionary premise. In a world where player characters were almost exclusively heroic humans, "Monsters! Monsters!" dared to ask: what if the goblins, orcs, and even dragons had enough of being the plundered? What if they wanted their own set of stats and a chance to fight back? While the core rules presented here cover spell levels up to 4 (the full "Tunnels & Trolls" system goes much higher), the seed of monster equality was firmly planted.

    Character creation is a blast. You choose your monster species or draw one randomly from a convenient list of 52 options. From the politically-minded Black Hobbits to the hulking Ogres, the slimy Mutant Slimes, the undead Living Skeletons and Zombies, all the way up to the majestic Dragons and fearsome Balrogs – the choices are wonderfully diverse. I fondly remember my own foray into the game as a 14-year-old with a penchant for the absurd, selecting a Balrog with the deeply unfulfilled desire to surf! That, my friends, is monster equality in action. The game provides minimal but evocative descriptions for each creature, including the wonderfully categorized "human scum." What truly sets "Monsters! Monsters!" apart is its inclusion of beings drawn from fantastic literature, gleefully thumbing its nose at the Tolkien Estate with the inclusion of Balrogs alongside Shadowjacks (from Zelazny), Demons (from de Camp), Shoggoths (Lovecraft), the mispelled but clearly recognizable Snark (Carroll), the bizarre Snollygosters, and the ancient Tsathouguas (Clark Ashton Smith). This willingness to embrace and blend creatures from across the spectrum of fantasy is a huge part of its charm.

    Monster characters boast a full range of attributes, simplified yet effective, drawing from the "Tunnels & Trolls" system: Strength, IQ, Luck, Constitution, Dexterity, and Charisma. Rolling 3d6 and multiplying by a species-specific value quickly generates these scores. Height and weight are determined similarly, along with a letter-based speed rating. The Charisma system is particularly clever, using a code to determine how humans might react to a monster's social presence – from terror to awe to disgust. The example of a slightly below-average Balrog with impressive Strength, surprising (for a Balrog) IQ, and a speed of "Fast" perfectly illustrates the system's simplicity and flavor. The crucial derived ability, Combat Adds, based on attributes above or below a certain threshold, further shapes a monster's combat prowess. Simple rules for carrying capacity, using Luck for saving rolls and spotting secrets, and IQ for languages and spellcasting round out the character basics. Equip your monster appropriately, and you're ready to rumble!

    "Monsters! Monsters!" was ahead of its time in recognizing the importance of experience points over mere treasure accumulation. The author explicitly states that the goal isn't just gold, but the growth and increasing power that comes with experience. Points are gained through combat, treasure, magic use, finding magical items, successful saving throws, the delightfully monstrous act of gorging on the fallen (half your Strength in experience!), taking captives, and even destructive behavior. While still rooted in the "kill and loot" model to some extent, it cleverly expands to encompass stereotypical monster actions. The level progression chart, admittedly a bit of a mathematical puzzle, provides bonuses to attributes based on species modifiers as characters grow in experience. The included sample scenario, the "Woodsedge Inn," is a stroke of genius. Providing detailed stats and maps for the inn and its inhabitants – a few score of men, women, and children – the scenario's explicit purpose is to be on the receiving end of a player-character monster assault. It's a brutal but brilliant role reversal, forcing players to confront the consequences of the "adventuring" they might be used to on the other side. The potential for surprising resistance from the villagers adds an unexpected layer of challenge. The game sequence alternates between strategic five-minute turns (movement, encountering wandering enemies, recovery) and tactical combat. Combat is resolved by comparing total damage output, with the losing side distributing the difference among their members (though missile and magic damage are applied individually). Physical damage is mitigated by defenses, with the remainder chipping away at Constitution. A short example of a mad hobbit facing two ogres provides a clear illustration of the combat system. Saving Rolls, when needed, are determined by a simple formula based on Luck and the level of danger. Missile attacks are resolved with a single d6 roll cross-referencing Dexterity and range. A brief section on weapons provides damage dice, bonuses, and minimum attribute requirements. Beyond a somewhat incongruous page of provisions that monsters might even have to buy, the rest of the booklet is dedicated to a selection of 1st to 4th level spells. Described with brevity and simplicity, these spells can be purchased by characters based on their level and are cast by expending Strength points. The spell names are wonderfully silly – "Take That, You Fiend!", "Oh-go-away," "Yassa-Massa" – perfectly capturing the game's lighthearted tone.

    But the monstrous excitement doesn't stop there! After four decades of thrilling monster mayhem, "Monsters! Monsters!" has been reborn in a completely NEW, rewritten, and re-edited 2nd edition! This new version retains the beloved appeal and core structure of the original but bursts onto the scene with all-new artwork and exciting new options like stunting and a monster chaos factor. The updated "M! M!" rules now feature 49 distinct monster kindreds for players to choose from, providing their unique dice modifiers and, for the first time, a special power unique to each kindred! Each monster type is now described in its own dedicated section, and the entire rule set is better organized and far easier to navigate, with monsters helpfully separated into humanoid and non-humanoid categories. Players will also find two different types of character sheets, including one with portrait spaces for personalization. The new edition boasts a dedicated Spellbook, comprehensive weapon and armor lists, new abilities, the intriguing chaos factor mechanic, 18 vibrant cut-out full-color standee figures, and a brand-new 26-page GM adventure set in the perilous ruined dwarven city of Hael'Ku! Hot off the presses! This is a revision of Ken St Andre's Monsters! Monsters! RPG. Think Tunnels & Trolls, but you play monsters instead of your standard adventurers. M!M! has been around since the late '70s. Ken St Andre, for those who don't know, is one of the pioneers of the TTRPG industry, having created the world's second-oldest role-playing game. He read OD&D and was inspired, but baffled, because he wasn't a wargamer (unlike Gygax and Arneson). T&T was his response, and M!M! soon followed. It never achieved the popularity that D&D did. Fast-forward to the 2020s, and Ken St Andre no longer holds the rights to T&T. M!M, however, he still has the rights to, and it plays very similarly to classic T&T from what fans of the system have said about it. It's beloved by T&T fans and has a small but passionate following. The production values are... amateurish and suggest a very, very low budget. But there's a fun and imaginative game in there. 

    You can download your copy of this incredible 2nd edition of Monsters! Monsters! today, now available at DriveThruRPG under Troll Godfather Press!

    WELCOME TO THE MONSTERARY OF ZIMRALA! Join us in an amazing new world with some of the strangest creatures you’ll ever encounter! Along with ancient gods, cosmic calamities, political intrigues & beguiling mysteries! This Book is primarily a bestiary with over 111 monsters you can use in virtually ANY genre. There are 80 monsters made for the GM to run in their adventures, and there are 33 monsters that can be run by the GM or used as player characters, giving players huge new possibilities for characters 3 they can run in your games. But there is much more to this book - it's a whole new world to explore and play in... Featuring over 111 MONSTERS! Usable with any RPG, NEW PLAYER CHARACTER TYPES, A NEW CAMPAIGN WORLD SETTING, NEW MAGIC, a full-color WORLD & CITY map, a complete GM adventure, plus the Monsters! Monsters! mini-rules!   

    You can download your copy of this incredible book the Monsterary of Zimrala found here from Troll Godfather press



    And now for the truly exciting part for me! As a longtime admirer of "Monsters! Monsters!" and the imaginative worlds that Ken St. Andre has crafted, I am absolutely thrilled and deeply honored to announce that I've had the incredible opportunity to contribute to the ongoing legacy of this fantastic game. Through the generous spirit and creative vision of Ken St. Andre, my own playable race, the Tygerians, and their island home, the Tygerian Isles, are now officially part of the Zimrala setting! 





    For those unfamiliar, the Tygerians are a proud and fiercely independent race of humanoid tigers. They are skilled hunters, possess a strong sense of honor, and have a rich culture deeply intertwined with the natural world of their island home. The Tygerian Isles, a new archipelago nestled within the diverse tapestry of Zimrala, offer a wealth of new adventure possibilities, from exploring ancient ruins hidden within dense jungles to navigating the complex social structures of the Tygerian clans. Being invited to contribute to a game that has held such a special place in RPG history is a dream come true. Ken St. Andre's willingness to embrace new ideas and expand the world of Zimrala with my creations is an act of creative generosity that I will forever cherish. I'm incredibly excited for players to have the chance to experience Zimrala through the eyes of a Tygerian warrior, shaman, or storyteller, and to explore the unique challenges and opportunities that the Tygerian Isles have to offer.

    In conclusion, "Monsters! Monsters!" remains an exceptionally clever, insightful, and influential game, now revitalized and expanded in its fantastic 2nd edition! Its simple yet effective mechanics and groundbreaking premise of playing as the monsters continue to captivate, and the new edition, along with the incredible "Monsterary of Zimrala," only enhances the monstrous fun. 



    Hot off the presses and available now at DriveThruRPG under Troll Godfather Press, this is a must-try for fans of classic RPGs and anyone looking for a wildly imaginative experience where you finally get to be the monster! With Monsters Monsters 2.7 rules found here!


    And for me personally, this journey into the past has now intertwined with an exciting leap into the future, as my Tygerians now roam the wilds of Zimrala, adding a new chapter to the incredible story that Ken St. Andre began all those years ago. Be sure to grab the new 2nd edition of "Monsters! Monsters!" and the "Monsterary of Zimrala" (also available at DriveThruRPG under Troll Godfather Press), and keep an eye out for future supplements and adventures that will delve deeper into the world of the Tygerians and the mysteries of the Tygerian Isles – the monstrous fun is just beginning!








    Rebellion Acquires Tunnels & Trolls: A New Chapter for a Fantasy Gaming Legend

      - Or Is It a Farewell to the Original, Unfiltered Spirit and World, and a Lost Vision, Paved by a New Beginning? This has been a long time coming!



    World-renowned independent creative studio Rebellion announced a while ago its acquisition of Tunnels & Trolls, a true pioneer of the fantasy roleplaying game genre. Published in 1975, it stands as the second roleplaying game ever released, predating many of the iconic titles that followed and carving its own unique path in the world of tabletop gaming.

    This acquisition marks an exciting new chapter for Tunnels & Trolls, a game celebrated for its accessible rules, solo adventures, and whimsical charm. Created by Ken St. Andre, Tunnels & Trolls has fostered a dedicated and passionate fanbase for decades, offering a different flavor of fantasy roleplaying that emphasizes storytelling and individual exploration within the distinctive setting of Trollworld.

    Rebellion, known for its diverse portfolio of successful video games, comic books, and board games (including the popular Sniper Elite and Judge Dredd universes), is eager to bring its creative energy and resources to this beloved classic. The studio recognizes the rich history and enduring appeal of Tunnels & Trolls and is committed to honoring its legacy while exploring new possibilities for the game.

    Adding to the intrigue, Rebellion announced their acquisition on January 23rd, 2025, and have already hinted at their vision for the future of Tunnels & Trolls! They teased a "reimagining" of the game, promising a fresh take that retains the core appeal while enhancing key aspects. However, it has also been announced that this reimagining will not be set in the traditional world of Trollworld, but rather in a completely new setting developed by Rebellion for their own uses.

    According to Rebellion's earlier announcement, this reimagined Tunnels & Trolls will feature:

    • Combat that is both easy and lightning-quick, yet immediate and thrilling. This suggests a streamlining and modernization of the classic combat system, aiming for faster and more engaging encounters.
    • Characters who are at once ordinary and fated heroes. This hints at a focus on relatable starting characters who can rise to extraordinary destinies through their adventures.
    • Adventures that delve deep into dark tunnels and bring players face-to-face with ancient trolls and powerful magicks – albeit in a new, as-yet-unnamed world. This signals a significant departure from the established lore and geography of Trollworld.
    • A launch planned for 2025. This confirms that fans won't have to wait long to see Rebellion's vision for T&T come to life in its new setting.
    HERE'S MY THOUGHTS HERE

    For many long-time fans such as myself, that the acquisition of Tunnels & Trolls by Rebellion evokes a complex mix of emotions, heavily tinged with skepticism, now compounded by the news that the reimagining will abandon the beloved setting of Trollworld. The history of the game under its previous ownership, including the decision to retroactively rename spells – a move some saw as unnecessary pandering – has left a lingering sense that the original spirit has been compromised. While T&T might be categorized as "green" on certain community-maintained lists tracking ideological leanings in TTRPGs, even minor gestures towards prevailing trends have been enough to disillusion some long-time supporters.

    The announcement of a "reimagining" in an entirely new world further fuels these concerns. The worry is that Rebellion, a company with no prior direct connection to the Tunnels & Trolls legacy, is not only changing the rules but also discarding the established setting that was integral to the game's identity. This feels less like a continuation and more like a complete reboot in all but name. My point exactly: Tunnels & Trolls as we knew it is done, it's finished. Everything the original team was able to do with it concluded with the sale of Flying Buffalo. It's worth remembering that Ken St. Andre himself had new plans and adventures envisioned for Trollworld, but those plans were unfortunately curtailed when he had to sell his rights during the Flying Buffalo acquisition – a genuinely sad day for many dedicated fans. Reviving the name while discarding the setting and seemingly the unfulfilled vision of its creator feels like kicking a dead horse and then trying to glue its parts onto a completely different animal for the sake of profit or ideological proliferation.

    You know, you probably won't even be able to screw an old lady, win a big-breasted sex slave, or get turned to stone by your Medusa lover in the City of Terrors anymore – and now it won't even be in Trollworld, potentially erasing even the possibility of those kinds of darkly humorous scenarios. Or remember Beyond the Silvered Pane, where your sorcerous lover gifts you invisible leather armor and an ass tattoo of their name? Good luck finding adventures like that in Rebellion's new, sanitized setting.

    I don't know. I guess it depends on whether you see stuff like that as juvenile and crass or sophisticated and outrรฉ. To my mind, there will always be a place and a market for things that some would consider in bad taste, and Trollworld certainly had its share. The real question is whether Rebellion intends to be associated with that spirit and risk the ire of the outrage brigade, or if they will make a stand for teenage boys (and those with a similar sensibility) everywhere – and it seems their decision to create a new world suggests they are choosing the former.

    In conclusion, it's worth noting that the original creative forces behind Tunnels & Trolls have seemingly moved on, focusing their energies on a brand-new roleplaying game: Zimrala. This World of Monsters Monsters RPG represents a fresh start and a new creative endeavor from the team that brought us the beloved classic in the world of Trollworld, a world that even its creator had more stories to tell in. For some, including myself, Zimrala represents the true future of their tabletop gaming interests, especially since Ken St. Andre himself allowed me to create my own unique part of that world with my Tygerians as a playable race and the establishment of the Tygerian Isles. With Rebellion not only reimagining the rules but also abandoning Trollworld entirely for their own setting, this feels less like an acquisition and more like the end of an era, and the potential loss of Ken St. Andre's remaining vision for his creation, now being supplanted by new fan-driven creativity within the Zimrala framework. As such, the reimagined Tunnels & Trolls from Rebellion will likely remain unpurchased by me becuse i have my Tygerian Isles on Zimrala and I am oart of the creative team helping to create bew game master adventures for Monsters Monsters RPG.





    What are your thoughts on this acquisition and the future of Tunnels & Trolls, especially with the move to a new world and the knowledge of Ken St. Andre's unfulfilled plans, alongside the burgeoning creativity within the Zimrala community? Are you hopeful for Rebellion's vision, cautiously optimistic, or do you share the sentiment that the game's original, unfiltered magic and its unique setting – along with the creator's further ideas – have been effectively retired, making way for new, fan-supported horizons? Let us know in the comments below.