Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Wednesday, January 8, 2020

Random Wednesday World Building

The in-laws left last night...finally. Dropped 'em off at the airport along with the wife, who had to take a last minute biz trip (just a day shot to San Fran...no bigs). So to celebrate, I kicked up my feet (after putting the kids to bed) and settled in to watch something the Mrs. wouldn't normally dig on (as I am wont to do). In this particular case, I chose The Witcher.

This, by the way was partly due to curiosity, but mainly due to the recommendation of my old buddy Steve. I'd already got a bit of a taste of the show from Fr. Dave's blog (he did not recommend it), but Steve-O really sold me on it as "something you would like, Jon." He told me it's "just like D&D" far more than Game of Thrones with all that intricate political scheming and weepy plot/non-fun stuff...just badass monster kicking. While his read of what I like in a D&D game is pretty far off, I was intrigued enough by his enthusiasm to flip it on.

I fell asleep pretty fast. I tried to stay awake, and drifted in and out of consciousness through about three episodes, but my overall impression wasn't good enough to really maintain interest. Like, at all.

Maybe I'm being unfair to the show and I should give it another shake in the light of day, but the impression I got was indeed that the show was "just like D&D"...but bad D&D. The kind of D&D I'm not interested in playing. The kind where heroic (or anti-heroic) characters with little risk to survival, posture and weep through silly backstories of their own creation. Dungeons & Dragons by way of World of Darkness with a setting even more ridiculous that your usual high fantasy Tolkien riff.

Which, by the way, is not to say that a setting for a GAME needs to be a masterpiece of world building, because the game at its best is about the experience of playing, not the resolution of story. But for my FICTION, I want a little more robust world building, even if it does have insane demographic anomalies. And for both fiction AND role-playing, I'd like to see a little less trope when it comes to the main character. Damn, I am soooo tired of action heroes these days, especially outside of the superhero genre. Even the WB and Disney do better at assembling ensemble heroes.

[by the way, I won't say it's a terrible thing for a VIDEO GAME (such as the one on which The Witcher is based) to have an over-the-top badass of a protagonist who looks like a Targaryan-skinned Drizz't the Drow. One player CRPGs are generally exercises in mental masturbation anyway, with no serious challenge and just an interest in playing out some creator's particularly constructed story line in an awesome fashion...they are guilty pleasures and I've played my share over the years. But it's embarrassing for a TV show or film, and shameful in most tabletop games]

So it was around 2:30am or so that I finally dragged myself conscious enough that I could turn the damn thing off, mercifully cutting short some elf bitching and moaning about how humans gave their race a raw deal (gee, never heard that kind of thing before) and thus "we hates 'em forever" ...whereupon I discover the TV show behind the Netflix to be Alien Resurrection, a film I've never before seen, despite generally enjoying the franchise (at least enough to watch the first three films more than a couple times). Not only was it interesting enough that it brought me fully awake, but after 5 minutes of watching I enjoyed it enough that I restarted the movie (ahh...the magic of On Demand television), only forcing myself to turn it off an hour in so that I could get SOME sleep before starting the Wednesday routine (ahh...the curse of On Demand television).

Not that Alien Resurrection is a fantastic piece of cinema by ANY stretch. Spoiler Alert: it shares the same plot as pretty much every film in the franchise (humans underestimate xenomorphic entity and bloody massacre ensues within a claustrophobic labyrinth of a setting). Film doesn't even have the interesting bits found in the earlier franchise installments...loving attention to technophile detail, subverted genre tropes, brilliant character acting...instead being, well, a pastiche of the genre and about what you'd expect (it DOES have great character actors...including Ron Perlman, Dominique Pinon, and Dan Hedaya...but they're largely wasted in a mediocre script).

However, at least there's an ensemble cast of characters, each on about equal footing in terms of both competence and fragility, and that piques some interest...even if it's only of the death pool variety.

And seeing this, and comparing and contrasting the two (the film and the TV show) in terms of what they both build, and mulling it over last night and this morning, I find myself calcifying some thoughts I've been having a LOT the last couple weeks.

First is this: I am just about done with heroic fiction. I intend to watch the last Star Wars film (for the sake of completeness) but I am about ready to give the whole thing up. Finally. The same way I gave up Star Trek circa 1988...I'm just not interested in it anymore. Arnold Schwarzenegger has ruined the action genre for everyone. Yes, I realize this paragraph makes little sense...it requires a very long, detailed, and intricate rant. One of these days.

Second is this: While I've long been in the "loathe" category for RPGs that seek to emulate the heroic action play style typified of popular computer RPGs (i.e. stuff like late edition D&D), I have now come around to being done with "story type" RPGs of the indie school. I'm just not interested in group storytelling at all except, maybe, as the occasional one-off at a convention or something. Probably not even then: if I want to tell stories, I'll tell stories, thank you very much. While I'm not saying I'm capable of creating my own decent fiction without help, I have zero interest in collaboration when it comes to story-telling: you tell your story and I'll tell mine, thank you very much. And let's keep BOTH our stories off the gaming table, because that type of action is NOT what I want to be playing at. My escapism requires a little more direction.

Third is this: in making a list of RPGs that I would still want to play, I'm finding the list shrinking rapidly to a handful of games all of which are of the EARLIEST variety. Advanced Dungeons & Dragons. Classic Traveller. First edition Gamma World. First edition Top Secret. Etc. It's not that later games (or editions) don't do good things when they come along, clarifying and streamlining rules, fixing systems that are broken and such. It's just that:

  • Much of the time, the kernel of the game (or the thing that made it great) gets lost in an update. See the transition from 1E to 2E Gamma World or 1E to 2E Heroes Unlimited or 1E to 2E AD&D for blatant examples. 
  • Many of the changes are ones that don't NEED to be fixed; this is especially true with much of AD&D (I would argue that 2E's reworking of the default XP system is the main rule change that "broke" D&D). Many designers, kowtowing to the whining of the masses ("why didn't you include a skill system?") inadvertently ruin their own, mostly solid, games. 
  • Most of the updates are things I could do myself and/or could probably do better. And even in cases where a game's writers are more elegant in their design than myself, I'd still prefer to make these changes myself because they're for MY game and MY needs...the needs of MY table. Plus, I'm more likely to remember and use design changes that I implement myself.

But really, it's just that it's hard to the originator of a subject or game, even when the original game suffers in execution. Would you really try to "out-Tolkien" Tolkien? I probably wouldn't, but even if I did, I hope I wouldn't try to make a buck off it (looking at you, uber-popular genre writers who shall remain unnamed). Yes, 1E Gamma World is ridiculous, but it is coherent and sensible and theme-oriented within itself, and I can adjust its level of ridiculousness to suit my tastes, which may not be to the taste of others; I don't need every new edition that comes out doubling down on the sheer absurdity of the game just to provide "more of the same."

[I've been thinking about GW a lot lately...probably another post needed]

Fourth (and final) thing is this: In any tabletop RPG, the world building is immensely important. It may, in fact, be the most essential element that a GM needs to handle and something to be approached with care and a serious mind (regardless of the seriousness of the game/genre). Knowing the rules, running the game...these things are, of course, super-duper important things to a GM, but you always have the rulebook (and possibly knowledgeable players) to help with that aspect of GMing. World building rests squarely on the GM's shoulders; even GMs incorporating input from players needs to act as final editor of what is included in a world and how it interacts with the rest of the setting. And without a viable world, you lose the ability to have satisfying, long-term game. World building is absolutely essential.

I'm just sorry I haven't prioritized it higher in the past; I'll try not to make that mistake moving forward.

All right, that's enough for now.

Wednesday, May 27, 2015

Third Time's the Charm (?) - Star Frontiers

All this SciFi on the brain lately. It's like...well, I don't think people are getting TIRED of "D&Dish" fantasy, but there certainly seems to have been a ramp-up in the amount of SF gaming (and SF-inspired gaming) hitting the 'net these days, I'm reminded of the similarities in games published during the mid-80s, a decade after the introduction of D&D. Now we're nearly a decade removed from the start of the OSR and there's this interesting deja vu thing happening.

It's like the universe moves in cycles or something.
; )

Anyway, with talk about White Star and Strange Stars and Rogue Space and Far Trek and Alpha Dawn Redux and FFG's Star Wars trilogy and X-Plorers and...well, you get the gist. With all these games swirling around my brainpan, I thought I'd take a look back at Star Frontiers (yet again), to try (one more time) to appreciate this damn relic of Old School SciFi.

[for folks unaware of my feelings on Star Frontiers, I'd direct you to two earlier posts:

Here's where I wrote that the game sucks.
Here's where I wrote that it's "okay" for its specific, limited setting.

These are from 5-6 years ago and I've refined my thoughts a bit since then but, well, you can see my meandering musings of the time]

Reading through Star Frontiers yet again, I find myself happening on something I don't recall noticing in the past: the suggested reading list on the inside back cover of the Expanded Game Rules book. Here is a list of books that are to be used for inspiration and ideas in developing a Star Frontiers campaign; here are books that (most likely) served as some form of inspiration for the game itself. An Appendix N for SF, if you will.

Reading through the list of works, two thinks jump out at me:

  1. I've read almost none of these books, and (with the exception of Dune) of the few I have read, most were read long after the last time I played a game of Star Frontiers.
  2. Of the books listed here with which I'm familiar, very little can be modeled in the Star Frontiers game, without some pretty stiff "dramatic license."

But in all honesty, it's hard to say if #2 is accurate for the majority of the list because, well, see #1.

I've read Dick's ...Electric Sheep because, you know, Blade Runner. I've read the first couple chapters of Hammer's Slammers (within the last five years or so). I've read Starship Troopers half-a-dozen times (at least) and Dune almost as many, but these are hardly close to the setting and premise of Star Frontiers, especially with their focus on humanity.

I've read the first Foundation book and a bit of Harrison's Stainless Steel Rat stuff and those are both close, but E.E. Smith's Lensmen books? Not even. Heck, any SciFi fiction that includes the development of "psychic abilities" gets left at the door when it comes to Star Frontiers...for being an imagined setting, it's got surprisingly little imagination at times.

But the thing is...the real thing is...this: I'm not big into reading "science fiction." I've probably read more Nancy Drew novels than science fiction novels, and I probably haven't read one of those since age 12 or so (though to be fair, I read an awful lot of Nancy Drew as a kid).

[sorry...I've had ND on the brain lately since catching the Veronica Mars movie on late night HBO a few nights back. Remind me to talk about that sometime...]

My main exposure to the science fiction genre is through television and films, of which I've seen many, many, many different shows. The problem is that all these shows are logistically limited by the constraints of their medium. It's extremely difficult to convey a sense of galactic (or intergalactic) scale when you can only budget so many sets. Each Star Wars movie is limited to (approximately) three separate environments (not counting "shipboard") per film. Star Trek episodes show a single planet or space station per episode. David Lynch's Dune shows scenes on three planets (well, and in the Emperor's Palace planet, though we only ever see the interior). Firefly was about as limited as Star Trek. Each installment of the Alien film franchise (including the recent Prometheus) takes place in a single locale.

And the limits of the film and TV medium isn't only restricted logistically: to succeed in the medium, a "show" has to be about its characters...about their interactions and the dramatic action occurring in their lives. This is the expectation of the bulk of the film audience, the expectation of most folks who go to see a film or flip on their television. The futuristic trappings of science fiction are simply window dressing. The reimagined Battle Star Galactica is a war serial set in space. Star Trek was Wagon Train with phasers. It's unusual for a SciFi show of the TV/film medium to be about the majesty of the Galaxy or the adaptation of humans to a space-faring life or the difficulties of interspecies relations or, I don't know...whatever it is that "good" SciFi is supposed to be.

Real exploration. Traveller stuff. 2001 weirdness. Transhuman-ness and future shock plus ancient aliens and interstellar empires all rolled into one big mess, with the protagonists being just tiny, tiny particles in the universe. A mote in God's eye, ya' know?

Star Frontiers strives to be on the scale of "literary SciFi," but comes up a little short. And that's okay...it's a really tough thing to model. WH40K only manages to do so by focusing on a single tragic aspect of human existence...war...and everything that doesn't serve that kind of falls by the wayside. I suppose Traveller succeeds a bit better, but it's so damn impersonal, right down to rendering PCs nothing more than UPI codes and allowing the easy, casual death of characters during chargen. WEG Star Wars sacrifices the majesty of interstellar space for the cinematic.

I think...I think what I want to say is this:

  • I'm tired of, and thus dislike, many of the "settings" created for SciFi RPGs. This includes Bulldogs, Ashen Stars, post-Classic Traveller, WH40K, and several of the created and/or implied settings coming out of the OSR these days (yes, that includes my own Kloane War Knights). I'm not knocking their systems (at the moment), but I can't help but feel their settings are a bit contrived to create "conflict and adventure." I'm not sure this is as necessary to jumpstart campaigns as we (designers/gamers) have been assuming...and assuming for years now. Really.
  • I LIKE nonhumans in my space opera SciFi. There was a time when I found the streamlined, human-only setting of Firefly to be simple and elegant. I now find the thought of a "nothing but human" universe to be kind of depressing, and I don't really hold much hope for humanity to get its shit together enough to someday create an interstellar empire. Not on its own. Nonhuman life injects some needed "extra-human perspective" into the mix and, yes, it helps bind humans together based on their own shared humanity...which is cool and hopeful. So I like that. Plus, the existence of other sentient species helps ease the need of a "contrived conflict" for the setting: conflicts will arise based on differences of species.
  • For me, the non-humans found in Star Frontiers (dralasite, vrusk, yazirian, and sathar) hit pretty much all the archetypal species one might expect in space opera, barring (perhaps) a reptilian/saurian creature (though isn't it weird to find a cold-blooded life form in space?). Well...and mechanical lifeforms, but I don't really dig that particular SciFi trope (see The Borg, Cylons, Mechanoids, pre-Dune "thinking machines" for examples). Too often that gets into the realm of "horror" SciFi. I want everyone to be friends with their machines and technology.
  • I definitely dislike the idea of humans as "the most important species in the universe," whatever that phrase means for a given setting. Allow human PCs to earn their importance in the world; don't set 'em up as privileged from the get-go.

So, if we're just looking at setting and not system (haven't I been seeing some kind of debate about system vs. setting lately?), I think Star Frontiers has a leg-up on most of the RPGs to have come out in the last three decades. I don't need "space elves" and "space orks" and purple-skinned "space Nazis." I don't need a galaxy on the brink of war, or in the midst of war, or suffering the aftermath of war. I want humans to be part of the universe (and probably the player character part...easier to relate, yeah?) but not the brightest star in the firmament.

Star Frontiers is definitely worth another look for its setting material, though (IMO) it needs to be both refined and expanded. It's really only the damn system that's deplorable.

"Only" the system. Sheesh.


My kindest words on Star Frontiers ever? Maybe.

Sunday, May 24, 2015

KLOANE WAR KNIGHTS - C.1 P.2

ALIENS

In a galactic civilization, anyone from a different planet can be considered an “alien,” even genetically equivalent species whose only difference is the solar system in which they evolved. However, for the purpose of KWN and the space opera genre, humanity is considered the “default” species, and the term alien is used to mean “alien to humanity,” i.e. non-human.

For game purposes, an alien character is considered the same as a human character, including attribute scores, class and level, etc. Players should feel to describe the character in terms of appearance, home world, strange customs, etc.

In addition, a player may choose to roll on the following table to determine a specific unusual trait possessed by the character’s species (NOTE: a player is not required to roll for a trait; if satisfied with green skin and unusual dietary needs, that might be enough alien weirdness for the player). If the alien character DOES have a trait, the player must also roll for an alien drawback as well.

ROLL D20
ALIEN TRAIT
1 to 2
Acute Senses
3 to 4
Extra Body parts
5 to 6
Flight
7 to 8
Large
9 to10
Natural Armor
11 to 12
Natural Weapon
13 to 14
Pheromones
15 to 16
Psychic Talent
17 to 18
Shapeshift
19 to 20
Toxic Attack

Acute Senses: Character has heightened senses (smell, hearing, etc.) beyond normal human range and receives a +2 bonus to INT saving throws based on perception, especially when sensing danger. A character with enhanced senses may use them to justify other types of saving throw (for example, tracking or recognizing someone by smell).
Extra Body Parts: Character has additional, duplicate organs of that provide some type of benefit. Additional legs provide the character with faster locomotion (double the normal movement rate); additional vital organs give the character an extra D8 hit points; additional head or sensory organs provide the same benefits as enhanced senses. For characters with additional arms or prehensile digits (manipulative feet or tail, for instance) those of the soldier class gain one extra attack during the melee round, provided they have a second weapon.
Flight: The character’s physiology allows it to float, fly, or glide; perhaps she has wings or internal gasbags that inflate with lighter-than-air gas. Referees will have to determine the maximum range a character can travel before its physiology is fatigued.
Large: Character is much larger than human-size, though probably not more than 3 meters tall. Character receives an extra 2D6 hit points, and all melee damage inflicted by the character is doubled, excluding that of energy weapons like beamrazors. The cost of armor for the character is one step more expensive than usual, and she will have difficulty squeezing into tight spaces or adapting to human-size technology.
Natural Armor: Character has a natural carapace or extremely durable body that gives her a +4 bonus to Armor Class. If the character wears artificial armor, she uses the better protection of the two (i.e. the effect of natural armor does not add to the effect of the artificial armor).
Natural Weapon: The character’s physiology provides her with natural weapons (claws, mandibles, stinger tail, etc.) allowing her to do D6 damage in unarmed combat. The character receives a +2 bonus to attack rolls when using her natural weapon in a fight.
Pheromones: The character can exude off a chemical “scent,” creating an emotional reaction in those in close proximity: either creating feelings of love/attraction or fear/loathing (player chooses which when character first created). Used as a defense mechanism, opponents within 5m must make a PRE saving throw or break off their attacks, either out of friendship or terror. Other uses of this ability will need to be adjudicated by the Referee; it is suggested that its use be limited to once per game session.
Psychic Talent: The character’s species possesses a natural psychic talent usable even by those individuals not trained as Star Knights (choose a psychic talent from those listed; it need not be restricted by tier or prerequisite, but the Referee must approve any talent chosen based on the character concept). Characters activate their species talent exactly like any other talent. Beamrazor forms (see Chapter 2) are not psychic talents.
Shapeshift: The character has the ability to change his form and appearance to a creature or individual of roughly the same size, shape, and/or mass. Characters must make a PRE saving throw to attempt to impersonate a specific individual with any degree of success.
Toxic Attack: The character’s species has a venomous attack (usually a bite, sting, or spit) that has the potential to incapacitate a victim (whether the attack is lethal or not is up to the player to decide when the character is first created). The character must make a normal attack roll at an opponent within melee range and the target is allowed a PHY saving throw to resist the effect. Failure indicates the victim is disabled for 10-60 minutes (D6x10) and, in the case of lethal attacks, will require medical treatment within that time to prevent coma, shock, and death.

ROLL D20
ALIEN DRAWBACK
1 to 2
Deficient Mobility
3 to 4
Life Cycle Challenges
5 to 6
Life Support Requirement
7 to 8
Limited Vocalization
9 to10
Moral Code
11 to 12
Poor Digital Manipulation
13 to 14
Primitive
15 to 16
Repulsive
17 to 18
Sense Deprivation
19 to 20
Small

Deficient Mobility: Something about the character’s physical form makes her slower than others; her movement rate is half that of other characters.
Life Cycle Challenges: Character has a physiological disadvantage that will sometimes result in a serious inconvenience for the character. The Referee and player should decide together on something appropriate and on the triggering event for the challenge.
Life Support Requirement: Character requires species-specific life support equipment when not in her native environment, otherwise suffering D6 damage every round of exposure. On the other hand, the character functions perfectly fine in her “home environment” which may be exceptionally hostile to other characters.
Limited Vocalization: Character does not have the proper vocal organs to speak Galactic Basic (the common language of the Republic), though she understands it fine. As an alternative, the PC might be completely mute but have the ability to broadcast her thoughts telepathically (range is everyone within sight; character is unable to broadcast to an isolated individual except – perhaps – via touch, and is unable to use comm devices).
Moral Code: Character has a peculiar code of behavior (pacifist, no display of emotion, “honor is life,” etc.) that she is required to follow by her species custom. Failure to follow the code results in the character losing 10% of earned experience for a game session as the character’s confidence and sense of self-identity is shattered. Referees should be ruthless in enforcing this drawback.
Poor Digital Manipulation: Character is missing normal “hands” or manipulative digits and requires special equipment (vehicle controls, weapons, etc.) adapted to character’s unique physiology. All equipment costs are one step more expensive for the character.
Primitive: Character’s culture is far below galactic technology standards, and has no knowledge of “advanced equipment” (energy weapons, borgs, starships, etc.), feeling uncomfortable around their presence and suffering a -2 penalty when attempting to use such items. A Star Knight character does NOT suffer penalties with beamrazors, having been trained in their use.
 Repulsive: A hideous appearance, coarse behavior, terrible smell, etc. means the character receives a -2 penalty to any PRE saving throw involving interaction with anyone except members of her own species.
Sense Deprivation: Roll D6: On a 1-3 the character is missing a major sense (sight, hearing, etc.); on a 4-6 the character is OVER-sensitive in some way (to noise, smells, light, etc.) and suffers a -2 penalty to attack rolls, skill checks, and saving throws when exposed to the stimulus due to distraction.
Small: The character is of diminutive physical form and all equipment must be “cut down to size.” Small size weapons roll damage dice one-step smaller than normal; for example, a small blaster rolls 2D6 damage instead of 2D8 and a melee weapon inflicts 1D4 instead of 1D6. Small characters receive a +1 bonus to their Armor Class due to their size.

Both advantageous traits and disadvantageous drawbacks are considered common to ALL members of the character’s species. If the PCs encounter other members of the non-human’s species (including friends, family members, past rivals, etc.) they should have the same traits and drawbacks.


[to be continued

[Kloane War Knights is copyright 2013 by Jonathan Becker and Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio & Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark License]