Virtual Front Porch Pages

Showing posts with label Vesper. Show all posts
Showing posts with label Vesper. Show all posts

Thursday, September 10, 2026

Torchlight Ignited

This month should see the release of some cool new Blade Runner-themed Lumibricks that will enhance my growing city of Vesper. I want the city to look and feel epic in scope before we start the campaign. I'm also not in any great hurry to begin because, well, the new edition of Cypher doesn't include cyberpunk info in the core rulebooks! MCG maintains a cyberpunk campaign setting, however, so I'm hopeful we'll see cyberpunk content in the upcoming player supplement that was part of the Backerkit campaign for the second edition. That book likely won't be in our hands until early in the new year. 

In the meantime, we'll test out Cypher 2 with a return to the Torchlight setting. Nathaniel and Amy will play in person, while Matthew will participate remotely and asynchronously from his distant outpost in Indiana. Torchlight was an easy call because I already have a campaign written for it -- something I drafted back in the days of Covid but never got around to using.

Sunday, September 6, 2026

Common Tongue

One building at a time, I'll assembling quite an enormous Lumibricks city to serve as the physical representation of Vesper for our upcoming Cypher campaign. I finished up a corporate skyscraper last night and brought in Amy and Nathaniel to see it light up in the dark. Afterwards, Nathaniel got a cheeky look on his face and asked what language people in Vesper speak. When I replied that English would be the lingua franca, he quipped, "What, not Vesperanto?"

Wednesday, July 1, 2026

Blade Runner

For weeks now, Lumibricks fans have been seeing scuttlebutt online that the company was entering into its first licensing agreement. We saw images that some swore were real and others decried as AI. Well, today, the company teased on Facebook that their first partnership will be announced later this month. The image they shared all but confirmed the identity of the licensed property: Blade Runner. Oh yeah -- my growing city of Vesper is going to get some awesome new additions!

Sunday, June 21, 2026

The End...For Now!

We played the epic conclusion of our Vanguard Saga campaign this evening. The heroes foiled the Anchorites' plans and, in doing so, got a few teasers for the upcoming Vesper campaign. I absolutely loved the player characters in this storyline, so we'll definitely revisit them in the future. Their main NPC ally was taken captive in the closing moments of the adventure, so they have an obvious next mission to undertake...

Monday, June 15, 2026

Cypher 2

The universe gives, and takes away, and gives again. Hot on the heels of my Knicks winning the championship, my Golden Knights flamed out in the Stanley Cup Final. Mere moments after their fate was sealed, however, I got the email from Monte Cook Games about the arrival of the digital version of the new Cypher System -- now just "Cypher" -- player's handbook. Nathaniel and I are already poring over the character creation rules in the new edition and looking ahead to the upcoming campaign set in Vesper.

Tuesday, May 19, 2026

Just When I Thought I Was Out...

 ...they pull me back in! It looked like Lumibricks (nee Funwhole) was wrapping up their cyberpunk line, but some new sets have dropped! I've supplemented the construction of my super-cool city of Vesper with sets from the steampunk and inner-city lines, but now it's back to straight-up cyberpunk to round out the city before staging the first campaign here.

Sunday, April 19, 2026

Cypher Musings

With a new edition of the Cypher System on the way this summer, I thought it would be interesting to reflect on how it's worked out in Front Porch campaigns over the past year. The first thing to note, however, is the small sample size. To date, we've done one in-person Cypher campaign (Vanguard Saga, with three players) and two email-based campaigns (another Vanguard Saga storyline and the revamped Torchlight, each with one player); compare those numbers to decades of D&D -- Druid CycleShattered Realm, and so much more. That said, I think I have enough experience with Cypher to make some general observations about the rules and how we're using them. 

The most important point is that I'm very satisfied with Cypher as the default game system for the Front Porch multiverse. It's fast and easy, very flexible across genres, and well suited for narrative games. Long-running campaigns like the Druid Cycle setting will always be D&D, but at this moment I can't really imagine starting a new campaign that didn't use Cypher. My upcoming Vesper project, for example, is going to be our test run for the new Cypher edition.

So what else have I learned about Cypher from a year's worth of gaming? Below are some observations about how the experience at our table differs from the rules as written. 
  • Back when I was just getting started with Cypher, Matt suggested a minor house rule to help ensure that ranged attacks at close range were not unequivocally superior to melee attacks. This house rule has worked out very well.
  • In our family Vanguard campaign, Nathaniel created an android speedster whose many ways to ease Speed defense rolls has made him virtually untouchable by conventional attacks. Not everyone is out there trying to break the system, of course, but Nathaniel showed that even with a system designed by the best of the best in the gaming industry, it's quite possible to build unbalanced characters. 
  • To help address the aforementioned problem, I created a house rule that enables certain low-level characters (such as troops who are part of a unit) to "gang up" on a single target more effectively. Nathaniel's android still runs circles around everyone, but at least now he has to be wary of large groups of foes taking aim at him all at once.
  • No one remembers cyphers. I know it's supposed to be a big deal in the Cypher System, and it's right there in the name of the game, but cyphers still feel like a clunky add-on and not a core part of the game mechanics. 
  • I love coming up with nasty GM Intrusions when players roll a 1 on their d20 checks, but all other GM Intrusions feel forced. When should something be an Intrusion rather than just a regular challenge for the PCs to overcome? Maybe I should think about Intrusions as "optional" encounters that players can either take on for the XP, or pay XP to avoid? Well, I guess, but that leads me to the final point...
  • Players only use XP for advancement. In Cypher, players can spend XP for rerolls, for Player Intrusions, to avoid GM Intrusions, etc., but in practice, I've found that players don't use XP for any of these things. Only once -- and quite memorably -- did a player spend XP on a Player Intrusion, and that was when an NPC's life was at stake. Similarly, I think we've only had one or two instances when a player spent XP on a reroll. I guess it's nice to have these options in your pocket, but our experience is that players hoard XP for advancement. That realization, of course, has changed how I hand out XP; when players don't use it for all these other purposes, I have to slow down the XP rate or the characters will advance too quickly.
What changes will the new edition bring? I'm eager to find out. Here's to another year of Cypher gaming!

Sunday, February 15, 2026

Shadowrun Returns

I mentioned recently that Nathaniel was playing through the classic Mass Effect, which Matt had gifted me many years ago. Another game he graciously gifted me was Shadowrun: Dragonfall. I've been thinking about cyberpunk a lot lately with my city of Vesper under construction, so I decided to check out the predecessor of Dragonfall, Shadowrun Returns. It's been a while since I've played any video game that wasn't on an Evercade platform, and I'm really enjoying a return to the Shadowrun universe!

Monday, February 2, 2026

Vesper Is Growing!

Back into the Funwhole! I picked up another big cyberpunk building set from Lumibricks. The mysterious city of Vesper is growing...

Sunday, December 14, 2025

Welcome to the Funwhole

Hoping a new project would give me a bit of a distraction from real life, I picked up some building sets from Lumibricks, the company formerly known as...Funwhole. (Yes, really.) Lumibricks has a cool cyberpunk line, so I'm now in the process of building a pretty bad-ass near-future city (called Vesper) that looks awesome when lit up. I'll share some photos when I get a diorama finalized -- first I need to figure out a good way to create a road system between the various buildings. I've already got some ideas for how I can incorporate a city like this into my gaming multiverse using the Cypher System.