Friday, May 8, 2026
Go Long
Wednesday, January 24, 2024
Return of the Jedi
| Still Good |
Monday, January 8, 2024
Space Wars
| Under the tree this year. |
| Arriving tomorrow. |
Friday, February 4, 2022
Hey...A Review!
Friday, April 23, 2021
Come Sail Away...
- Dice pools get substituted for polyhedrals: 1D = d4, 2D = d6, 3D = d8, 4D = d10, 5D = d12, 6D = d20. Much of the mechanics involve "shifting" die size UP or DOWN. Above d20, shifts go to d20+1, d20+2, d20+3, etc. all the way up to an absolute maximum of d20+9 (the equivalent of 15D; there are a couple dudes who have these scores). Fractional "pips" from WEG are generally dropped or rounded when doing conversions.
- Target Numbers are pretty simple: Very Easy = 2, Easy = 4, Moderate = 6, Difficult = 8, Very Difficult = 12, and "Heroic" (from 2nd edition) would be around 15, if you wanted to set something that high. Many rolls are contested (meaning an opponent is trying to prevent your action), in which case you must beat the opponent's roll AND the target number to succeed.
- Character creation goes like this: start with the same six attributes (DEX, KNO, MEC, PER, STR, TEC) at 1d8 each. You can select a max of two to shift UP to 1d10 by selling down others to 1d6. Nonhumans can shift ONE 1d10 to 1d12 by selling down an additional attribute (either another 1d8 to 1d6 or a single 1d6 to 1d4). Skills are mostly the same, though I've combined some ("parry" has just been subsumed under melee, for example, "shields" are part of piloting, cultures/aliens species/planetary systems is just one combined skill as is jumping/climbing/swimming, etc.) to shorten/streamline the list. Starting characters get seven skill advances to raise die types (up to two shifts per skill); so, for example, if I have "Blaster" at d8 (because my DEX is d8), I could spend up to two of my advances to make the skill d12. Characters with force skills (force adepts, aged padawans, washed-up Jedi) can assign these skill advances to the usual control, sense, alter skills, but as they start at NO DIE TYPE (they don't fall under an attribute) the first advance gives you a d4 and the second a d6, should you choose to "max" them. Trappings (i.e. equipment or "starting stuff") is based on template, and I've got a list of 19, mostly taken straight from the original 1E list. It's workable.
- Combat works more-or-less like WEG: declare actions, adjust die type downward for multiple actions (such as shooting while dodging), high rolls happen first, rolls must beat both opponent's defense AND target numbers to succeed (tie rolls allow simultaneous attacks/damage). Melee is simplified (no parries, just compare attack rolls). Succeeding allows a damage roll versus STR (adjusted by armor) to determine wound level. Wound results are as per 1E rules (stun, wounded, incapacitated, mortally wounded) with the addition of messy, instant kills for damage rolls exceeding 4X the target's STR roll.
- Damage for melee is generally STR + damage die determined by weapon (knife: +2, club: 1d4, spear: 1d6, sword/axe: 1d8. vibroblade: 2d4, vibroaxe: 2d6). Lighsabers do 1d12 + control skill. Ranged weapons don't add STR, and range from 1d4 (thrown rock) to 1d20+2 for an E-Web heavy repeater (standard blasters are 1d10+1, heavy blaster pistols are 1d12+1). Armor has two ratings: a die roll that's added to STR versus physical attacks, and a die shift to STR versus energy attacks.
- For fans of The Mandalorian, I added my own rules for beskar armor that work like this: each piece added increases the protection of the armor (+1d6/+1 shift with one piece; +1d8/+2 shifts with two pieces; +1d10/+3 shifts with three pieces, considered a "full set"). A partial set can be worn with light body armor, increasing both physical and energy protection one step (to +1d8/+2 and +1d10/+3); however, doing so forces the character to use the body armor penalty (-1 die shift to all DEX related skills). Beskar amor by itself carries no penalties.
- Force points are awarded and used much the same as per the 1E WEG rules: spending a force point allows you to double the dice rolled for any actions taken in the round. So, for example, if I'm shooting at a 1d8 (possibly because I'm blasting multiple opponents), I'd roll 2d8 for each shot, greatly increasing my chance of success. My daughter used her force point to convince the AT-AT pilots via commlink that the PCs were actually Imperial pilots (flying Rebel Y-wings) so that they could escape without being blasted; she rolled a truly heroic success!
- We haven't seen any Jedi characters (yet), but my intention is to allow any force skills found in the 1E rules, rather than worry about characters learning "spells" (or whatever they're called) in 2E. Since it hasn't come up, I haven't had to mock up a table for it, but it will probably be an extrapolation of the stuff I've already got here. Maybe I'll put some Dark Inquisitor types in my next adventure.
- Skill points: using the rules from 1E (rather than 2E's character points) with some slight modifications. I'm handing these out in play in the form of poker chips; all players get 1 to start and then I toss them another every time they do something amusing, heroic, or "Star Wars-y," and every time they finish a combat or significant action sequence (like a chase). Chips can be spent to re-roll any failed die (one re-roll attempt only!); no player is allowed to hold more than 10 chips at a time. At the end of the session, the GM (me) throws each player a couple-three extra chips depending on the final result of the adventure...whatever is in their pile (again: maximum of 10) gets "banked" and can be used for buying advances, as per 1E rules (i.e. for skills or for modifying ships and signature gear). Increases are strictly by die type, so it costs a number of skill points equal to the new die to advance it (to improve a skill from d6 to d8 costs eight skill points, for example). Dice that are already at d20 (or higher) can be advanced (to d20+1, d20+2, etc.) with a flat expenditure of 20 skill points; as stated previously, d20+9 is the absolute maximum.
| Light combat armor + 1 piece of beskar. |
Wednesday, April 21, 2021
Returning to WEG
| 1500+ pages or less than 140? Hmm... |
- I don't want to invest in buckets of D6s.
- I don't want to add big handfuls of D6s and compare them to other giant added sums of D6s.
- And (mainly) I'm running Star Wars for my kids as an inspiration for their own games (at least for that of my son). And the boy is already invested in polyhedral dice having picked up several sets (with his own money!) to supply his school crew with their own dice (he also took the time to sanitize them and bag them in individual packets...the kid is meticulous!).
Wednesday, December 23, 2020
Bugbears
This is a bugbear:
I'm absolutely certain that 100% of my non-robot/spambot readers will recognize the character in this image, even if they haven't made a point of seeing every Star Wars film in the Lucas library.
The original description of the bugbear (from OD&D's Supplement I: Greyhawk) simply states:
These monsters are of the "giant class," being great hairy goblin-giants. Despite their size and shambling gait, they move very quietly, thus increasing their chance to surprise a party by 16 2/3%.
[for the uninitiated, that would mean achieving surprise on a d6 roll of 1-3, rather than the standard 1-2]
Holmes's description in the original basic book changes this description very little, adding only that "they attack without warning whenever they can." Holmes also notes their alignment as chaotic evil, whereas the creature was originally presented (in OD&D) as having the potential for both neutrality and chaos.
The AD&D Monster Manual, as usual, expands the creature's description considerably, with special consideration given to armaments and tribal organization. However, the introduction to the entry is my main interest:
Bugbears live in loose bands, and are typically found in the same areas as are goblins. Unlike their smaller cousins, however, these hairy giant goblins operate equally well in bright daylight or great darkness (as they have infravision to 60'), so they are as likely to choose a habitation above ground as they are to select a subterranean abode.
Just what am I doing here? Well, I'll tell you. Remember this recent post of mine discussing how I've found I can get by without alignment in the game? All well and good and working just fine (still). Here's the thing though: once you remove the idea of "cosmic evil" from the game and are simply left with sentient humanoid species, you've only got a couple easy ways to go with your "fantasy races:" full on conquistador (conquering the "savages" and all of the imperialist tropes and associated awfulness), OR create some sort of fantasy Star Trek-like utopia with all the species intermingling and elbow-rubbing one expect to find in a Roddenberry space station.
I don't like either of those options. And since my fantasy world has some established concept parameters (for example, humans dominate, cultures tend not to mingle unless sharing a species, no concrete alignments), I've got to go a different, harder route and make things work. I've got to basically make each species its own damn alien thing, that keeps the creature from adapting to humanity's ways (setting up shops in the town) while not making it a cardboard villain to be cut down.
And there are a LOT of humanoids in the game. Gnolls are basically Warhammer beastmen (uplifted, mutant animals), and orcs are simple mutants ("half-orcs" being first generation spawn of normal parents). But goblinoids...there are a LOT of goblinoids...especially if you start including the aquatic versions and variants found in later "monster manuals."
TWO...two types of goblins are about all I can stand (which is why, when running UK2: The Sentinel I changed the blue-skinned xvarts into blue-skinned goblins). "Goblin," I've decided is just a human word for any sentient, non-allied humanoid species. Big goblins, little goblins, hairy goblins, and militaristic, jackbooted goblins (could D&D hobgoblins take their name from the hobnails they sport? Sure, why not).
But I'm only having two species of goblin in the game, and their differences are largely that of culture and priority. Hobgoblins are to goblins as Spartans were to ancient Macedonians, and if you think I'm paying them a compliment, then you should probably read Bret Devereaux's blog. Spartans were pretty awful, in just about every way possible, and hobgoblins (in my campaign) are the same.
SO...bugbears. They are most assuredly not goblins. They're not big goblins, they're not hairy goblins, they are their own darn species. They are wookies. They can live in caves, but they prefer arboreal surroundings. They are diurnal, unlike goblins...their "infravision" is a way to model their keen sense of smell. Their armor class and high hit points represents their innate toughness; they wear little in the way of armor (hence, their increased stealth ability...which is still not as good as an unarmored elf, seeing as how freaking big they are). They are, however, tool users, and construct their own homes and weapons. They hire themselves out as mercenaries, and covet treasure both as a means of exchange with other races, and for ostentatious displays of wealth.
They have a love for family and a cultural tradition of honor that includes life debts, ritual combat, and mating for life. Despite their mercenary ways, they hold themselves aloof from other species and tend to look down on them (for failing to share their cultural values) and they often bully smaller species. It doesn't help that their ability to communicate is hindered by limited vocalization, but they comprehend other languages -- including the common tongue -- as well as any human of equal intelligence, and other races can learn their language with a bit of patience. Still, this lack of "speech" and their intimidating stature has led some to see them as little more than primitive savages.
They are strong workers and are prized as slaves by unscrupulous cultures. This has done nothing to improve their relationship with other races.
"Bugbear" is not a name they call themselves. In fact, they find the term derogatory and insulting, and have been known to pull the arms off those brazen enough to use it as a form of address.
My players (i.e. my children) have not yet encountered bugbears...not in B/X or OD&D or (as of yet) AD&D. That will soon be changing. They have created new 1st level characters, ostensibly to give their other PCs "a rest" after the saga that was UK2 and UK3. This time, the plan is for them to once again journey to The Keep on the Borderlands. Yes, yes...cue the groans. I'm trying something a little different with it this time around, and I'm not just talking about using it in an AD&D game.
I'll tell you all about it, one of these days; just not right now (sorry).
My plan is to be pretty busy over the next couple days. Hope everyone has a happy Christmas...as best we all can. Best wishes!
Thursday, January 30, 2020
(Lack of) Patience
I am not a patient man. Lazy at times, sure. Prone to inertia, of course. Easily sidetracked into procrastination and time-wasting, obviously. But patient? No...and I imagine I've written that more than once once on this blog (after a couple thousand posts, the occasional repeated thought is perhaps inevitable).
And I tend to be grouchy when I get impatient. Right now, I'm going through a phase where I'm running up against my own impatience in two separate areas, both having to do with some very exciting developments in my "publishing empire:" I've got two books nearing completion. One is waiting on art; the second is waiting on art, formatting, and a slight amount of rewriting.
The art (and this is the really exciting part) is coming. I've commissioned work from two different artists (one for each book) and both appear to be on the ball...I've received preliminary illustrations from both in the last few days. For me, that is excellent news. It is exciting news. The artwork is always the last piece for my books, seeing that (to this date) I have been unable to rely on my own inadequate drawing skills. Seeing illustrations get done...it's like smelling something delicious cooking in the oven and knowing that the feast will be ready in a very short time.
And more than that, seeing the work from an artist is a validation of sorts. Sure, I am paying them, but the fact that they're doing the work and following my art direction and that the results are good...well, it makes me feel like a real live book publisher or something. Many are the times that I've felt like a big fraud...not just with the writing/design thing, but with other areas of my life. Just second guessing my choices, second guessing my motives, second guessing my authenticity. Probably because I believe I should have more to show for my life up to this point...which is pretty damn ridiculous when I actually take stock of myself.
[what can I say? People expected great things of me when I was younger. Writing the occasional RPG book every five years for an audience of a few hundred feels like pretty small potatoes]
[but still...ridiculous. I look up at the TV from my table (I'm drinking coffee at the Baranof...again) and see the immensely talented Wayne Brady is now hosting "Let's Make a Deal" on daytime television, sporting a gigantic lycra turban. I'm sure he's making a good living, but if I was in his shoes, I would probably be having the same misgivings (regarding my entertainment career) that I've been having this morning. Probably more...is the beard symbolic of his feelings? Does he day drink more than he once did?]
*AHEM* So, anyway...the waiting. I hate the waiting. We are at the "watching the pot boil" stage of things and there's no way to hasten the process. I've never been a pregnant woman (duh) but I'd liken the mental stress at this point to be around the 7th or 8th month range. Not just in wanting things to be done, but in preparing for what comes after.
No, scratch that. It doesn't really approach expecting a child...much more stress (especially regarding the "after" bit) with that, even as a father. Poor analogy. Point is, the waiting can't be helped. I want the books to have illustrations, I want the art from the artists I've commissioned, and I don't want the project botched or rushed. Well...maybe rushed a little.
Now...the OTHER bit of impatience: the second book that is ALSO getting artwork, but that requires a bit more work is Cry Dark Future. Yep, really. It is going to be published in the form that it was when originally play tested: all the gripes and grumps I've had the last few years about it being derivative trash, etc.? Don't care anymore. Yeah, it's derivative. And I'm a hack. I'm content to own both those facts so long as I can get the thing out the door.
Here's a thought: it's hard to really come up with an original idea. Few people can do it (or do it on a regular basis). I can't: I'm good at tweaking and polishing and reworking other people's stuff, but originating awesomeness? Eh...not so much. And is that so bad? Star Wars is mainly Kurosawa's The Hidden Fortress colored by Flash Gordon with some WW2 fighter plane action spliced in, and it's entertained a whole bunch of people over the years (as has the film's incredibly self-derivative sequels). And while I wouldn't expect CDF to meet the same sort of fanfare, I know some people will enjoy running it. After all, I did...and the Shadowrun concept doesn't fire my pistons nearly as much as it did when I was a young teenager.
As for the rules not being "simple" or "streamlined" enough: the fact is, they're simple enough. And just as I've gained a newfound appreciation for the "complexity" of Advanced Dungeons & Dragons, I've decided there's no reason to fear the fiddly. Look here: the systems are still more intuitive and straightforward than, say, the dice pools of Shadowrun, the asymmetrical systems provide interesting twists, and the internal consistency feels far more "realistic" than trying to push all the crunch into a universal or "one roll" system (which I was never going to do anyway).
And do I really need to do a game with another Vancian magic system? No, I do not.
But I'm digressing (as usual): the thing that tries my patience here is the reviewing, rewriting, and formatting, all of which takes time. Time, that most precious of commodities, and the one so often in shortest supply...at least for me. Finding the time to do what needs to be done with all the other pressing concerns in my life makes the reworks so...darn...slooooooow. And things are just going to get crazier as I start a new part-time gig (next month), and have kids joining basketball and baseball teams. Plus there's the daughter's birthday, the wedding anniversary, the school auction, the last two months of soccer (three games last weekend...sheesh!), volunteer stuff, home improvements (need gravel for the driveway).
[thank goodness the Seahawks got bumped from the playoffs. One less distraction]
Finding the time to make progress is tough, and thus progress is slow...which makes me grumpy as hell, even though I still have to wait (anyway) on art. It doesn't help that I had to upgrade my MS Word to work with the new Mac OS (Catalina) and the damn thing looks different from the way it was the last, oh, 15 years or so. Grrrrrr...
Time. Patience. I wish I had more of both. I know I should try cultivating more of both (I'll stress less and live longer)...but knowing and doing are two different things, as I'm sure my astute readers are all aware.
ANYway...I wish I had some zinger to wrap this post up with, but I don't. Just wanted to check in with folks, if briefly (while firing down a couple pots of coffee). Right now, I've got to get back to work.
Later, folks.
Saturday, December 17, 2016
Star Wars Rogue One...
Thursday, April 14, 2016
Re-Tooling Combat (for FUN!)
Part of the problem with addressing a single element of RPG combat (like the form and function of armor mechanics) is that you're messing with a complex system that's elements have been designed to work in tandem. At best, it's a "patch" that (often) causes other problems to raise their head, not the least of which might be an impact on that all important playability (making a system clunkier in play, reducing the overall "fun level"). At worse, a change in a single element might cause the whole system to fall apart, and/or wreck playability to a point where it's more fun to not play (or play something different).
"Ooo, how melodramatic, JB." Look, folks...I'm not saying you can't tinker. But I'd guess there are other folks out there (like myself) who have tried other RPGs and simply found they disliked their mechanics for one reason or another, and have set aside a system completely because of it. In fact, I know there are, judging by the blog posts I've read around the internet of people adapting specific game settings to their own favorite system rather than use the system intended by a game's designer. Sometimes a "patch" just doesn't work...and people have different preferences when it comes to the games they play. It happens.
ANYway...when it comes to a complex game system (like combat), tinkering with important elements of said system simply to match your "world view" can have problematic consequences. To really make your system work, sometimes you've got to go for a complete rebuild...if only to ensure that all the different interconnected elements are working together.
FOR EXAMPLE: say you're using the standard D&D combat chassis. You roll a D20 and compare the result to your probability of hitting based on two parts: your character's class/level, and the defender's "armor class." Simple enough, right? But if you restructure "armor" to act as a form of damage reduction (as many game systems do), then what are you rolling against? A reduced "AC" based solely on dexterity and/or magical bonuses? As the alternate rules in Dawn of the Emperors points out, this will result in "a lot more hitting" with less damage being inflicted (at least against armored types). Perhaps this will appeal to some folks ("hey, I whiff less often!"), but it feels like it would simply draw out a fairly simple (often uninteresting) combat system.
There are other alternatives: Saga Star Wars bases a target's AC (I think it might be called "defensive class") on the defender's level of experience (higher level characters are harder to hit), and something like that might be adapted. Games where combat rolls are unopposed skill checks (like Chaosium's base system) only tracks the attacker's proficiency ("If I roll under 75% I hit, and then your armor reduces damage!"), but doesn't account for the defensive ability of the opponent except as an additional system (parry skill, dodge skill) made to resist. Palladium kind of splits the difference: melee rolls use a D20 and any roll over 5 "hits" (yay!), but then needs to exceed a defender's defensive roll (parry/dodge) IF the defender chooses to do so, and THEN perhaps another roll to reduce damage (roll with blow), before finding out how armor reduces damage (which is dependent on the initial roll and the armor's Armor Rating and Structural Damage Capacity).
Palladium system's are over on the extreme side of granularity in combat (though I'd argue against them modeling any type of "reality") but they're certainly not the MOST granular. That distinction belongs to The Riddle of Steel, whose system I won't bother to detail here, as it's system mastery requirements are a bit outside the pay range of myself and most of the dudes I play with.
Instead, let's just stick with D&D for the moment. What's nice about D&D (for me) is it's ABSTRACT nature. In a ten second round, my mind's eye imagines two combatants attacking back and forth and the success of their attacks can all be boiled down to a couple D20 rolls. Still, though, there are aspects that bug me: should a 1st level cleric really have the same chance to damage a 3rd level fighter, given that they're both wearing plate-&-mail and they're weapons do D6 damage? Should a wizard really be wicked in a knife fight? I had the chance to watch a midnight showing of The Revenant last Friday (need to write about THAT), and the whole climactic battle I'm thinking, who the hell thought it was a good idea to make the dagger the go-to weapon of a spindly academic?
SO (just to keep going with the thought exercise), if we take armor out of the equation, and we decide we want to leave combat abstract (unlike the multiple maneuver monstrosity of TROS), how can we determine if a character's attack is successful? Well, just looking at man-to-man...er, human-to-human combat for the moment, let's consider perhaps the concept that (given both individuals are aware of each other and fight-worthy) the chance of inflicting mortal injury comes down to your own combat ability in relation to your opponent. In other words, if you're a better fighter than your opponent, you'll have an easier time, and if not, you'll have a harder time.
Sound good? Well, I'm going with it anyway. Exactly what determines "combat ability" is pretty easy with respect to humans: training and experience (i.e. class and level) with fitness/athleticism (ability bonuses) playing some part, too...perhaps as a bonus or penalty. It would be a ridiculous exercise in "clunk" for me to do up tables cross-referencing every level of every class against every other level of every class, so what I need is some sort of short-hand for cross-referencing. For example, what level of experience would a cleric need to be to have the same combat ability as a 4th level fighter? 7th? 9th? In B/X a cleric of levels 5-8 have the same attack abilities of a fighter of levels 4-6, and while I may not agree with the scale of B/X, I do agree that when determining combat proficiency, there should be tiers of ability, with each tier containing a range of levels. It's not just as simple as "gain a level, earn a +1 base attack bonus."
[of course, that's my own bias when it comes to modeling. For me, there just shouldn't be much difference between a 4th level fighter and a 6th level fighter when it comes to attack ability...we tend to learn in stages and have sudden "leaps" of realization. In my experience fencing, I can easily take apart someone who has little or no experience, but would be hard-pressed against people of equal experience unless I had some advantage in athleticism (not bloody likely). Meanwhile, I might score a few touches against an opponent with a couple more years of experience, but would be hard pressed to win...and against my old instructor (only a few years older than myself) I probably wouldn't score even a point. And he wasn't even in the same league as individuals who pursue the sport on a national or international level...]
So, strike bands (as in bandwidth)...that's what I'm calling my "tiers of combat ability." Consider a range of about five bands (labeled A-E), with A being your average "normal, non-combatant trying to fight" and E being reserved for truly legendary fighters (and non-fighters being limited to D as their maximum ability). Strike bands would be cross referenced to find the target number needed for an attack to succeed, with two opponents of equal ability having a 50% of succeeding on an attack and success being adjusted upwards (and downwards) from that baseline.
It's not really a new concept...very similar to Warhammer (the war-game's) comparison of WS versus WS in melee combat to determine the number needed on a D6 (WS stands for "weapon skill" and represents hand-to-hand ability). My initial thought would be to have the percentages scale like: 95% (the maximum...for an attacker with 3+ strike bands more than the opponent), then 85%, 75%, 50% (even ability), 25%, 15%, 5% (the minimum...against a defender with 3+ strike ranks more than the attacker).
[there is a degree of diminishing returns. I would fare no better against an Olympic-level fencer than I would against my instructor (at least, back when we were both in our primes)...but I'd fare no worse, either. I mean, how do you do worse than "losing quickly and embarrassingly?"]
The neat thing about the strike band idea is that it's fairly easy to slide them up or down to account for specific circumstances. A fighter using a shield increases her strike band by one when defending (for example). A magic weapon increases a strike band by one (when attacking). Characters using missile weapons would simply use strike band A, and then range would be considered for defense (with A, B, and C corresponding to short, medium, and long). Specialist marksmen could increase their missile strike band to B. Cover could increase range by one step (to a maximum of D).
Monsters would be assigned strike bands based on their size, speed, and general ferocity. I can see something like:
A: used for creatures who are small (kobolds) or slow (skeletons and zombies)
B: used for man-killers (orcs, tigers, etc.)
C: used for exceptionally large monsters (ogres, trolls, etc.)
D: used for incredibly fast, strong critters (dragons, bloodthirsters, tyrannosaurus rex, etc.)
You could even combine it with 5E's advantage/disadvantage mechanic. A (slow) giant might use strike band D with disadvantage, while super heroic types (vampires, wraiths) might use strike band C with advantage. Ability bonuses (for strength and dexterity) would still add to the D20 roll (yes, I'd change those percentages into D20 target numbers) rather than shifting strike bands.
Anyway...that's just one idea. I'm sure there are others. Now, I really need to get back to my taxes.
| +1 Strike Band (offense AND defense) when attacking unmounted opponents |
Tuesday, March 22, 2016
Matters of Scale
*sigh*
| Things aren't always this exciting...but often enough. |
The idea of using a single ship as a reason for an adventuring crew to stick together isn't anything new. Traveller did it. Star Trek (and IP-inspired works like Far Trek) did it. Ashen Stars did it. Bulldog did it. Back in '05 I was working on something called "Shipboard," I was doing it. I'm sure there are others that I'm forgetting. But having adventures/stories revolve around the exploits of a single crewed vessel is a time-honored tradition of science fiction...whether you're talking comics (the Micronauts, Dreadstar), television (Star Trek, Space 1999, Firefly), or film/novels. It's a good trope, the whole "life-in-a-can" thing. Very Das Boot...you're stuck together, so better work together.
So that's not anything I find terribly interesting (though it is a rather new thing for the "Star Wars" 'verse...usually, you've got SW protagonists operating all over the galaxy simultaneously). No, what's more interesting to me is the scale at which these rebels are carrying out their various subversive ops against the Empire. Rather than the usual galactic scale, we find them working at a planetary scale...in and around (for the most part) a single planet.
This is a very interesting choice of setting and one that makes a lot of sense when you think about it. I mean, the scales in Star Wars are all wonky anyway...you have a couple dozen (maybe) star fighters going toe-to-toe with an Empire that has the resources of a trillion beings to draw upon? Um...okay.
What can one ship or rogues do against a whole galaxy? Or a whole system of inhabited planets? Or against even a couple capital ships? Not much, of course (run away!)...but I'm not just talking about open conflict (laser-on-laser action). What kind of difference can a single ship make in helping the oppressed people of an over-thrown, galactic republic?
Not much...that's a lot of (refugee) mouths to feed.
Much of the Star Wars comics published by Marvel (back in the pre-prequel, pre-RotJ days) centered around the antics of Luke and Leia acting as spies and diplomats, trying to drum up support for their rebellion (flying around, talking to planetary governments about throwing in their lot with the rebels and getting all united in The Revolution), while Han and Chewie did their Hand and Chewie "loser thing" (getting into small change trouble with small change crooks). I mean, you can't rescue a princess and blow up a Death Star every episode/issue, right?
[you know, come to think of it, Lucas really did a huge disservice to his whole franchise by rehashing the Death Star thing in Return of the Jedi. Forget your hate of ewoks, forget the inconsistency of yet another appearance on backwater Tatooine at the ass-end of the galaxy, forget the whole crazy Leia-is-your-sister thing. Sure...those things all have varying degrees of suckage and lazy-plotting attached to them. Lucas, at the tail end of a broken marriage and a thwarted attempt at (real) empire-building was just trying to tie the thing up in as expedient a manner as possible, in order to make a buck (thank God for licensing, huh?)...and that, of course, is understandable. BUT, the bit that sucks the hardest is the recycling of the same film plot from the first movie with a bigger scale. What we should have seen is a showdown with Vader and the Emperor (and those dudes in the red imperial guardsmen) in some shadowy, lava-moated citadel with ALL the protagonists present and accounted for, with ALL the heroes facing their "moment-of-truth" with new Dark Side mind-fucks and Jedi mysticism, a culmination of the path of the first two films, while matched with the B-SciFi monster horror and Flash Gordon comic-tropes that Lucas mashed together in the first place. What a wasted opportunity]
[*sigh*]
But doing what Marvel did isn't a great recipe for an RPG. Playing diplomat is fun if you're playing a game like Diplomacy (natch), but it's fairly boring stuff in a game that's supposed to be about soaring space opera and blasting stormtroopers. Splitting protagonists and giving them different agendas in different parts of the galaxy may be nice for expanding and growing a setting, but it's a superficial exploration...not the dig-down-deep that it could be.
A while back I wrote a bit about "closed systems;" what I suppose I meant as limited environments for exploration. A single dungeon for a D&D-ish game. A single city for a superhero game. For a game that features a spacecraft capable of faster-than-light travel (and a galaxy filled with a million inhabitable worlds) confining the setting to a single planet (with occasional side jaunts) seems fairly limiting...at least given the homogenous environments of the Star Wars universe (where every planet has a "type:" water world, desert world, forest world, etc.).
I like this. Sorry, I do. I know some folks buck the ideas of limits, of artificial restraints imposed on their adventures. But for me, it seems there's plenty of good adventures to explore in such a small environment, plenty of impact to be had by acting on a single world, plenty of character that can be developed within a small crucible. I mean, it IS a planet...even if it lacks the diversity of environment, culture, and species found on little ol' Earth, it's still big enough that you can make for a meaningful series/saga. There's a lot of potential there, even with a relatively unimportant planet in the empire (and I'm not so sure Lothal IS unimportant...being a farm planet, it appears to supply a ton of food to the Empire's military. Tampering with that supply will get the number of troops at the garrison upped in no time flat).
So, cool. It's got me thinking of one or two ideas. It's also making me think I might have short-changed Star Wars (the West End Games D6-based RPG) back in the day. If I'd considered something of this (small) scale, I might have found it easier...and saner...to run a SW saga.
Sunday, December 27, 2015
Star Wars 7 Addendum
| The first Star Wars RPG. |