Testing Out Astral With Micro Sci-Fi

So, during my fiddling around with both Astral and Foundry, I ended up having the urge to play games on them. As I mentioned in my previous post, Astral and Foundry have features that Roll20 cannot simply compete with. Astral is able to take any character sheet and turn it into a fully functional sheet you’d have on Roll20, while Foundry has community driven databases that power up some household games. In other words, use Astral for the lower-scale RPGs that Roll20 overlooks and use Foundry for the big-name RPGs that Roll20 doesn’t cater to enough.

 As such, I’m going to be playing a game on both these platforms, starting with Astral. You may recall from my previous post that I was experimenting with the character sheets feature using the Micro Chapbook Sci-Fi RPG. That’s the system we’re going to be playing around with.

The game takes its roots in OSR with a roll under system. Four stats for this game, Strength, Dexterity, Wits, and Charisma. You only have 7 points to spend, so I’m going with a rather beefy outset, 4 Strength and 1s in everything else. It’s one of only three point arrays that there are. The other ones would be 3, 2, and two 1s, or three 2s and a 1.

Next are the classes, of which there are four to compliment the four stats, as in making them proficient, which allows for rolling at disadvantage (or, I guess, advantage?). I’m taking the Strength-based one, the Soldier. The Soldier’s story is pretty simple. He’s called in when combat arrives on the doorstep. There’s also ranks, which add a +1 to your stat, so, in actuality, you have 8 points to spend. This varies up the point buy system by a bit, so what I’m going to do is have it be two 3s and two 1s. He’s in security and his name is Baul Plart.

Lastly, items. I got myself two pieces of armor that increase my health and willpower by two, and some rations to recover my health. With that, Baul Plart is going to embark on his first mission. The ship he was on has been hijacked by pirates and he has to save the hostages.

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Shining a Spotlight on: Foundry VTT (Featuring Astral Tabletop)

I’m going to be writing this a little differently than my other posts, since this is a first impressions of a Virtual Tabletop than it is me playing a game or testing out an RPG or Engine. Particularly, first impressions using Foundry as a soloist. 

The Virtual Tabletop is called Foundry, and what I can say is its claim to fame is mashing up the robustness and depth of Fantasy Grounds with the approachableness and API-integration of Roll20. It has a bit of a price, asking for $50, but the benefit to it is that you’re able to have as much, if not more, control over your campaigns than if you were to pay for a subscription on Roll20 and you (as in the GM) only need to pay once.

Starting up the program, you are greeted with a few menus arranged in a sleek array. The first is Worlds (your games), then the Game Systems, then Add-On Modules, and finally, Configuration and Update Software. You’ll have to download a Game System in order to make a Game World, but that’s as easy as going to Game Systems and picking one from a list to download and install.

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