Showing posts with label cypher system. Show all posts
Showing posts with label cypher system. Show all posts

Wednesday, February 11, 2026

Permissive vs. Restrictive Design (Or: game systems that let you color inside vs. outside of the box)

 A recent observation on one of my Starfinder/Pathfinder game nights was that some of my gang of players really dig the Pathfinder (and Starfinder) system and relish finding synergies and feat/skill/spell combos and stuff to make for more interesting or effective characters. It's not quite the wild west of the old 3rd edition days where build design and min/maxing was the subgame everyone was so busy playing that actual gameplay was like an afterthought, but it can be noticeably more convoluted and rules-bound than some less restrained systems.

To contrast, Cypher System, and old favorite of mine, is effectively about providing a loose mechanical set of rules that can apply broadly to most situations, and the specifics of how a thing works or what that looks like in play is narratively under the control of the players. 

Then there's D&D 5E which holds a middle ground between the ultra-permissive Cypher System and the ultra-conformist Pathfinder; you have a lot of rules on specific mechanical effects and actions, but within those limits you can generally find some descriptive wiggle room, and its skill system is almost entirely free-form, with lots of area for narrative interpretation. 

What I am realizing is that half my group likes the more creative and expressive RPGs, ones which don't require elaborate system mastery and reward creative expression in play, vs. the other half of the group which loves finding mechanical bits to work together and deploying them within the carefully defined scope of the rules. 

For myself, I prefer the more open ended rulesets, I realize; I do love me some Pathfinder, but only until the harsh realities of the system mastery requirements butt up against the fun and narrative flow; Pathfinder is one of a growing set of games that actually provide defined narrative flow rules (encounter vs. downtime rules and such where you are allowed specific types of actions depending on what mode you are in), while other games such as Cypher System will let the group define such constraints as coincide with the needs of the story, or at least don't encourage restricting the story for the sake of a mechanical contrivance where possible. 

This is not to suggest that a system like Cypher is freeform; it's got rules. But those rules are in service to the plot, and flex within it. It's one of the key reasons Cypher System is so good as a multigenre and weird adventures system; it's mechanics are designed to encourage and exploit creative play. Pathfinder, by contrast, only allows creative freedom when a rules lawyer isn't looking....or put another way, it only  allows for more freeform gameplay when someone breaks the rules.

This has got me to looking at the game systems I have in these terms. Which ones will allow for more creativity and fun within their designs? Which ones want to do that but their mechanical stucture is too weak to allow for it? Which ones are mechanically oppressive and are only fun if you are looking to, as the title says, color within the box?

I know where I put Cypher System: square in Camp Creative, with a rules system designed to encourage and support that creativity. There's the intermediary levels, such as as a game where its rules are loose and freeform, but maybe its not so great at encouraging creativity; I might consider a game like Advanced Fighting Fantasy to fall into that category. There's also a hybrid category, where I think D&D 5E fits: it has "in the box" restrictions on some mechanical elements and then is freeform in other areas such as the skill system. And finally we have the endgame of mechanical rigor: Pathfinder being the aforementioned poster child, but other systems exist out there that fall into this bucket as well, such as the Battletech RPG, Traveller and maybe even Cyberpunk Red.  

More to come!

Friday, January 30, 2026

January Gaming Review

 At the end of 2025 I predicted I would play a lot of Starfinder and Pathfinder this year because I am getting stuck in my ways. That is half right; I would say that is true, but part of my ways include being fickle and annoyed with the systems of choice. Right now, after the last month of running both Pathfinder and Starfinder each campaign is hitting a story arc conclusion which means I could comfortably take a break and try something else for a while....or keep going to the next story arc. 

The problem with Paizo's two systems is that they work best with a serious time investment in absorbing the rules and really meshing yourself in an understanding of the mechanical elements of both the structured intention of play and the possible emergent play. This is a problem when you have tiny slivers of time in your daily life to actually devote to preparing for such elaborate game sessions; one can run games off-the-cuff or with a mildly structures campaign arc as I tend to do, but its a rough ask in a game like Pathfinder where a GM should plot out scenarios to include suitable downtime, or to consider carefully the wide array of magical items that could eventually be distributed as useful loot by the level-based mechanics of the system. If you don't take the time to do this, your game can rapidly devolve into loads of encounters mixed with roleplaying that may (at least to me) feel like stalling before the next set-piece encounter. 

Sometimes, in fact most of the time, I really prefer a more relaxed emergent gameplay element. I love game systems where I don't necessarily have to think about every encounter in advance, and so systems where random encounter tables where the element of chance plays an important role are quite appealing. I love random treasure table options because it is never that fun to me if you simply have zero chance by the system as written of getting an amazing magic device just because you're not the right level for it. You can technically break the mechanical design of Pathfinder by granting higher level magic items as loot, but the system starts to creak at the seams when you do this, and it creates power disparities that are evident in play. 

Indeed, with Pathfinder and Starfinder I have at least a couple players who are often absent, but by the rules as written their characters need to keep leveling up even if they are non-participatory for a session or two because the game design is so tight that it really can't handle PCs of varying levels very well. This has always been a bit of an issue in D&D and its cousins with level-based design, but it was generally handled better in prior editions; PF2E and SF2E both only really work well when everyone is on the same page in terms of level and power.

I have also complained about how Pathfinder handles skills in the past. While I have mellowed on this (or more accurately, just gotten used to it), this continues to be a rough spot for the players who often want to do something interesting, only to be told by other rules lawyers at the table that no, in fact, you cannot do that because you lack the requisite skill feats and such for it. This is a severe drag on the players' creativity. My last pathfinder session only had the old veterans who know Pathfinder very well, and they had a good time because everyone was sympatico, but the absence of the players who want to think out of the box was noted by me, at least, as a sign that they may not be showing up because its hard to have fun in a game system that needs that fun to fit neatly into the mechanical box and is not into the creative expression elements. 

That led me down to the rabbit hole of realizing that as a GM while I can run the mechanically rigorous system, I would really rather be running a game system that was neither mechanically rigorous nor so procedural; a system which actively encouraged creative expression and emergent gameplay. Obvious systems exist for this purpose: Cypher System comes to mind, but any game system which encourages this style of play will work. Shadowdark, for example, and even Tales of the Valiant, which offers plenty of randomization and does not lock content such as magic items behind level-based mechanics. 

A good example of what I am talking about: my level 1-4 range group includes players who want characters who have skills that let them tinker with and make or install augments (magical and cyberware stuff). But actually doing this seems to be rather heavily gated by a range of skill, feat, and tool requirements that are incredibly difficult to achieve at these levels, even though a majority of the augments are meant to be for this level. It also requires parsing out multiple different sections of the book to get the full picture on this. It is, in short, complicated.

To contrast, imagine doing this in Mothership, Savage Worlds, Traveller or Cypher System: it is essentially a non issue, and the absence of structured mechanical prerequisites means that the system itself can breathe a little, and let these things happen more organically according to the needs of emergency gameplay and story.

So yeah....I think for February I really need to think about some alternative systems that fit the play style I am more in the mood for. 

Friday, December 5, 2025

The Second GM Inspiration: GURPS Places of Mystery

 

The Second GM Inspiration: GURPS Places of Mystery

In its many years GURPS, especially 2nd edition and 3rd edition, generated a copious wealth of useful sourcebooks that were almost universally appreciated by those looking for a bit of history or realism in their games, whether they were actually used for GURPS or not. One of the best of these books, one which has remained in my collection for decades now and gets brought out for periodic use and inspiration, is GURPS Places of Mystery.

Places of Mystery contains twelve sections focusing on historical, archaeological and sometimes mythical locales in our world, providing enough detail on their mythological and historical relevance, along with maps, to funnel your modern day or historical adventurers and investigators through hundreds of hours of interesting gaming. Just a sample of topics and locales in this book include:

The Bermuda Triangle

Stonehange

Ley Lines

Temples of Thebes

Lamaseries

Mohenjo Daro

Nubia

King Solomon's Mines

Knossos

Camelot

The Kremlin

Ayer's Rock

Anasazi Towns

And etc etc.....this is just a sampling of one or two locations from each chapter!

For modern games like Call of Cthulhu, Savage Worlds or Cypher System this is an invaluable book. 95% of it is system-neutral as well, and what few rules are here for GURPS are remarkably easy to interpret into other game systems with little to no difficulty.

For fantasy games you can easily take these locations and reinterpret them within the light of your preferred fantasy setting. Adopting many of these locations may let you fill out and even explore some ideas in your fantasy campaign that you might not otherwise have considered before, now with a veneer of quasi-historical authenticity.

Anyway, check it out! PDF here and Amazon Print Edition here

Thursday, November 27, 2025

The Seventh Weird Thing: The Lost World Engineered by the Colony AI to Mirror Ancient Greek Myth

 The Seventh Weird Thing: The Lost Colony    

This can me adapted to other systems but I will present the write-up exactly as I wrote it for Cypher System a while back. This is an extension of my Orion Consortium Explorers plot I alluded to in the 1st Weird Thing. It is an homage to all those old Star Trek episodes where they find a planet ruled by some god, specifically that one where it was Apollo.

Cypher System Orion Exploration Services Plots:

Current Year by the Orion Calendar: year 3,321 following the age of heroes; two hundred years since the discovery of FTL technology and meeting the Recorders.

Episode One: The Lost Colony

A remote world called SKO339, 83 LY in to the Unknown Expanse, has been emitting an emergency beacon for several weeks. The beacon is on a universal Dominion Frequency, but Recorders have indicated the world is off-limits in their old Survey records. Survey info suggests the inhabitable mainworld may have Terran Empire artifacts present.

The System: A single star, main, with 4 gas giants and five inner worlds. Main planet SKO339-3 is 3.9BYO with a human-compatible atmosphere and ecosystem. 50% water on surface. Strong volcanic activity. A single moon (SKO339-1). Gravity is .92 Orion normal. Population: 35 million Terran divergents; likely a lost colony. TL late bronze-age

The planet Themyskos

The Basics: A low-tech world, lost colony, modeled after ancient Greece. The similarities are alarmingly suspicious, though the Orions do not know this. The world is 50/50 water and land, extremely habitable with a lush ecosystem.

In Orbit: 24 powerful ancient orbital satellites in place around the planet, equipped with matter conversion weaponry. The satellites are aggressive only if attacked. They use antimatter weapons and powerful defensive shields to protect the planet, and appear to be tied in to some sort of local network broadcasting on eleven-dimensional frequencies. In a single LaGrange point rests a derelict, mostly intact space station. Evidence of the remains of other old stations can be seen, but its all wreckage.

The Dead Station: There’s an ancient abandoned orbital station, clearly of Terran Imperial origin. The station is long dead and pock-marked with damage from collisions.

1.       Coupling the station’s computer to a power source reveals about 95% of its recordings, managed on quantum drives embedded in tungsten, have failed. What little is left appears to be a lengthy treatise on the ancient history of Lost Earth, primarily a full record of the archaic history of humanity. A valuable find!

2.       There is a single marker and small monument left by the Recorders indicating they visited, the date suggests they were here 1,000 years ago and the only information encoded in the marker states, “Archaic colony, Terran; revisit if warranted.” It is linked to an observer satellite but the observer satellite is missing from orbit.

3.       The station is haunted, by a half-dozen robotic drones of unknown alien origin, but they do appear quite ancient. They will activate if they sense life within 100m of their floating positions and seek to grab, encapsulate and begin to transform the host in 10 hours into a Hyperioth hunter-killer unit. The ESS Navigator’s records record a half-dozen other incidents with the relics of this unknown species called the Hyperioth.

4.       The remnants of a Terran ship are in a launch bay. It appears to be STL, an explorer class, and shows heavily modified…it was being used as a shuttle from space to ground and contains evidence that in the final days of the station they were scavenging and moving all they could, before the ship failed while docked. Two skeletons in space suits rest in the cockpit, the only corpses on the entire station. Their bones are so brittle from exposure to radiation and the vacuum that they crumble if touched.

Scanning the Planet: Evidence of a large (2 km) ship that crashed on the planet is visible from surveys in space. The ship created a swathe of destruction 30 km long that partially damaged a major settlement (the city of Spartus)

   All other scans confirm: no radio, no broadcasts, and locals appear to be in the late bronze age of technology. The Emergency beacon that the ship is seeking stands alone, and surprisingly is not coming from the wrecked ship; it’s coming from a religious temple on a high peak some 30 km from the location of the wreck!

The Landing Party: the explorer-class shuttle Nemescae is impulse drive only and has reactive camouflage on its hull to avoid detection. Captain Brial Thane will assign the team low tech equipment and clothing, and a set of protective equipment that is set to decay if outside of the radius of their biometric signature within 24 hours. The shuttle includes a full med-bay module in case there are wounded to be recovered. It is advised to investigate the crash first and then the source of the signal. A backstory about being foreign merchants is advised, or to call themselves “servants of the gods” if evidence becomes clear to the natives they have advanced tech.

A note on the Noninterference Rule: the Orion Commonwealth has adopted the Dominion rule of non-contact and non-interference with pre-spaceflight civilizations. Archaic worlds require careful handling and mitigating exposure to advanced technology. Attempting to uplift or exploit pre-spaceflight worlds is considered a high crime of both the Commonwealth and the Dominion.

Landing at the Crash Site:

The derelict is thoroughly wrecked, and appears to have crashed here about six weeks prior. The vessel is registered with the Dominion as a research vessel owned by a species called the Hellenathi. In the ruins the landing team can find:

1.       There are bodies in the wreckage, of human-like beings but with a light blue skin. These appear to be Hellenathi, and a deep medical scan reveals they are genetically divergent Terrans; may, like Orions and others, be part of a lost Terran colony that survived the collapse and recovered. The ship’s name translates to “Prospector One.”

2.       Every corpse appears to have died of either massive trauma due to the crash or massive trauma due to what appears to be a brutal attack. There are is biological material, including a shed 3-foot claw, left behind from the attacker, which shows a genetic makeup with a 5-pronged DNA helix that is completely alien.

3.       Inside the ship are dozens of cryostasis pods. The sip’s engine is a Warp-core, but very old; this thing takes years to move between worlds. There is a special section with extremely large pods; three are empty but one is damaged and contains the mummified corpse of a horrifying monster (the unknown entity locals are calling the Kerberos). It’s remains corroborate with the alien DNA found on the bodies.

4.       A few weapons can be found, but most of the weapons in the ship’s locker appear to be destroyed in the landing.

5.       The ship has evidence of a sentient AI but investigating reveals its core has been removed! A database is here, and can be downloaded; includes the ship’s universal language translator, which will let the ESS Navigator’s system begin translating the Hellenathi language.

6.       When the group lands, a cool voice communicates with them via broadcast, declaring itself the voice of Athena, goddess of Wisdom, and asks that the “starmen” assist in removing the debris and the other star beings to ensure that Athena’s people are kept safe. A really good sensor check to scan the source of Athena’s transmission (level 6) can reveal that it is bouncing off of the defense satellites and comes from an island some 100km in the bay.

7.       About 1,000m from the crashed remains a bunch of locals have set up a shrine and a cult seems to be present, but it is clear that the camp has been attacked several times. A man named Anakes says he has come to appease the devil with sacrifice, and the devil is Kerberos. He says the other two monsters have gone elsewhere, and the Hellenathi have gone to the mountain temple with the priests of Apollo, who offered them and their own “god” protection. The other two monsters, he says, are Empusa and Hydra. Hydra, he says, has gone to the coast where the city of Dremas lies. Empusa has gone inland, he says, to the Throne of Hephaistos, where the Hecatoncheires dwell. The group can identify this as a volcano about 75km inland.

8.       With the encampment is Alexios! He is the warrior come to slay the beasts. The oracle Athena speaks to him through a small metal owl, and tells him that he will aid the starmen henceforth, who are here to assist in destroying the beasts.

9.       Kerberos is a member of the alien Chimerics. These shape-changing beasts are consummate hunters who take on the forms and traits of those entities they can pull from the psyche of their victims. They physically change, and use their psionics to enhance their nightmarish appearance. The Kerberos chimera. The Navigator can analyze its complex DNA and determine that it is possible to “unravel” the being with a directed sonic attack, but that takes a Level 5 skill check to figure out.

Kerberos – Level 6 (30 Health), Alien Species (Chimerics); Hydra has 60 health; Empusa has 25 health

2 points armor; 3 points against simple kinetic attacks

Three Heads – can do up to three attacks (6 damage on a bite and Level 3 Might Defense check to resist being grabbed in the bite)

Serpent Coils – Kerberos is covered in snake-headed tentacles and a tail. Anyone adjacent to it must make a level 4 Speed Defense to avoid being bitten and poisoned; Level 4 Might Defense to resist poison or move down 1 on the wound track!

Weakness to Sonic Inability – Sonic Attacks of high decibel will cause the chimera to lose coherence; it’s form begins to falter and it turns into a serpentine goo, like a mess of interconnected worms or snakes. This happens immediately on a Level 6 Might Defense and takes 1 round to recover and reform. While in this state it is Level 3 for attack and defense, and can only attack with serpent coils.

Psionic Influence – any host target with an acute fear within 1km of the chimeric must make a level 6 Intellect Defense or those fears are realized and manifest as a psionic hallucination that imposes an inability on all actions for 1 minute; if there is a common “form” the chimeric can modify its body to look like that form (a general shape) until any who “believe” in that form are dead or more than 100km away.

Empusa and Hydra: The Empusa chimeric can change form at will but has a human woman’s form with a mechanical leg. She is traveling with a young local man named Aidesee, and goes to the volcano because they sense it holds the “forge” run by Athena.

   The hydra chimeric is the worst, and is on its way to find the Enclave of Athena to destroy it. It has 7 heads to attack with, and destroying one head by cutting it off causes two more to grow from the stump in one round. Fire will prevent this.

The Complication: if the group saves everyone from Kerberos, they learn from the cultists that three of the “voices of the new god, Spiros” with the blue skin, who call themselves Hellenathi, have gone to the Temple of Apollo. Anakes is more than grateful for their aid…he did not wish to sacrifice cultists to Kerberos to appease the beast.

Journey to the Temple: the group has a chance to see lush gardens, vineyards and farmsteads along the way, and if they have the record from the abandoned orbital station they can tell that this world was carefully modelled after the recordings of the “ancient brone age” quite carefully…suspiciously, in fact.

Roadside Encounters while traveling:

1.       Roadside bandits will mistake them for priests, merchant foreigners or pilgrims and try to shake them down.

2.       A festival is underway, and a new statue to the mystery god Spiros is being constructed. It looks like a large metal ball with an eye. The people claim Spiros ordered the statue made.

3.       On the way up the mountain a flight of seven harpies (l3) attack!

4.       A mass of pilgrims heading to the “Vessel of the gods” pass by.

The Temple of Apollo: three Hellenathi with blue skin are here, with the floating orb that is their AI system, called Spiros. Aaden, the leader, Quinos the warrior and Selense the healer and speaker seem to be happy to act as demigods. They are brandishing recovered tech, including projectile weapons.

   They have taken over the temple and demand worship of the new god. They claim the new god will be the only way to find salvation before the horrible monsters, sent to destroy those who do not believe. To the PCs they will try to convince them that they are actually in trouble from the monsters as well, and taking advantage of their “divine oracle” status to protect the core while waiting for help from their people.

   A few clues suggest not all is as it seems:

1.       If the group has researched the Hellenathi they know they use slow-STL ships that take years to journey between worlds.

2.       At some point if the group doesn’t do it then the ESS Navigator translates the emergency beacon message: its an invitation to come to this world, ready for the taking!

3.       The group realize the broadcast beacon is coming from Spiros. If the group approaches Spiros, they find out the AI willingly admits the message is to call other Hellenathi to the world. It indicates that the Hellenathi use Spiros to control the chmerics, and explain they enslaved the chimerics on their long voyage for use as soldiers. Spiros admits the chimerics have a weakness with sonic attacks.

4.       The priest of Apollo, Pythias, explains that the starmen and their new god are overwhelming, and that the being Spiros seems able to squelch Athena’s voice if it so desires. He has sent runners to other temples seeking help. He thinks Spiros is not a god, but a machine, like the ones “Denados in the city of Dremas along the coast has made under the divine inspiration of Hephaistos.”

Taking Action against the Hellenathi and Spiros: the group will find the Hellenathi a bit easy to deal with (level 3, health 9,  armed with rifles (6 damage) and personal defense shields Armor-3; Quinos is level 4 and health 12). Spiros is effectively defenseless (level 1) but has a powerful EMP burst that can scramble brainwaves for 100m around (level 7 or become stunned for one hour), and he can then jet out at a slow speed to escape (Spiros is basically a small drone). Spiros will be happy to help, though, but it’s slaved to Aaden. A hacking/computers check of level 6 can overcome the security protocols and free Spiros. Spiros will make sure they know that without the slave-bonding to the Hellenathi the chimerics are free to do as they wish, and they know that they are tasked with two goals: destroy the thing called Athena, and seize the Forge of Hephaistos.

   For the record, Spiros has spoken with Athena and realized Athena is a powerful, ancient AI. It will reveal as much if freed by the PCs.

The City of Dremas:

Notes: King Phydes is old and out of shape; Queen Elyta is friendly and helpful; General Cassios leads the forces to fight the hydra.

If the group arrives here its in time to see the hydra attack! Warriors are tossed about as it rips through, retreating beneath the bay waters if wounded enough to consider escape. It seeks the Isle of Athena, but is distressed to see that the signal appears to emerge from a location where no island is located!

The Isle of Athena: this island only appears if Athena wills it, rising from the sea floor out in the bay. The Isle is small and clearly artificial, with an ancient temple. An elevator in the temple can take a group to the ancient subterranean enclave of an ancient AI which dates back the fall of the Terran Empire, and she has been using the Forge to keep humanity alive on this world, trapped in the late-bronze age for all of this time. Her knowledge is based on the limited database of the ancient she has access to, and a lost programmer who directed her to keep humanity safe, and to never forget who they are….but all she knows who humanity is comes from the limited data she has on file!

   To this end, Athena has constructed quakes, revolts, withholding aid, oracular proclamations and any technique necessary to guarantee humanity never grows past its point of existence as the AI understands it. The Forge of Hephaistos is a relic of the lost colony, a functioning replicator system with automated mining. Other secondary AI are spread out at secondary sites, code named after the other gods, programmed to play their roles well. It is all an artificial construct, designed to keep the humanity of this world from ever advancing past the point where the record is vacant.

   The group may be tempted to illuminate Athena and expose her to the Origin Database, but they are at risk of triggering the AI to move its protocal to doing the same thing to the greater Orion civilization, seeking to subject it to a forced technological and social regression!

Possible Ally- Denados the Artificer: The man Denados is pushing the limit of what the ancient AI will allow. He is a forger and artificer in the city, one who has on occasion led pilgrimages to the Mountain of Hephaistos where gifts are given. But in secret he has learned to smelt iron and forge stronger weapons. He has devised a clockwork automaton which he keeps secret; he is aware the gods are covetous of his discoveries, as he sees it, and fear their retaliation; he worries, indeed, that the Hydra is here because of him!

   Denados is ally with Alexios, and forges a potent gladius for the warrior, made of bronze-coated iron, for him to use in his quest to destroy the monsters. He also forged the bronze owl of wisdom which accompanies Alexios, at the request of Athena when he was summoned to her temple. The form of the owl was forged by his hand, but its mechanical pieces within were enhanced by the will of Athena.

The Forge of Hephaistos: if the group visits this location first they will discover a vast underground complex tied to an impressive ancient Terran replicator factory guarded by immense robots (the hecatoncheires), administered by the AI Hephaistos. A huge geothermal engine draws power from the volcano and the planet’s core. Hephaistos will direct the group to speak with Athena, and threatens them with the robots (Level 8) if they refuse to comply. The empusa intends to sabotage the complex, however, and carries with her a nanovirus which will destroy the AI and leave room for the Hellenathi to program Spiros into the system. Empusa has her own designs, however….she intends to command the hecatoncheires to seek out and destroy her masters!

Resolving the Plot:

Optimal Resolution (5 XP):

--Group defeats the chimerics; Athena is safe; Alexios allowed to travel with them; Hellenathi stopped; Spiros freed; shipwreck purged/destroyed/recycled

Partial Resolution (4 XP):

--group does not defeat all the chimerics or Hellenathi, but does save Athena and maintain status-quo. Wreck may be destroyed, but key is that some equilibrium is maintained; may involve more deaths.

Rough Cut Ending (3 XP):

--group fails to adequately solve issue of chimerics, hellenathi and Spiros; Athena may not be safe at end of visit; wreck may not be destroyed. May have lightly violated the noninterference rule.

Disaster Ending (2 XP):

--Group aids Hellenathi, is responsible for destruction of Athena, liberates society and violates the noninterference rule in critical ways.

Renegade Resolution (+4 XP):

Group saves the planet, but figures out how to convince Athena to go “hands off” on the civilizations she is caretaking and to let them grow.

Edicts of the Exploration Services:

1.       Noninterference Rule – do not interfere with the natural course of development on pre-spacefaring civilizations; do not attempt to alter, exploit or otherwise influence their natural progression.

2.       Protection Rule – do not allow, or by omission of action allow to be harmed any sentient to come to harm, except when such harm is unavoidable and can lead to the catastrophic compromise of your vessel and crew if an attempt at action is taken. In situations of war always seek defense. Only the Directors of the Commonwealth can authorize wartime offensive action.

3.       Record and Preservation Rule – the discovery of our ancestors and the recovery of that lost information is of paramount importance. Do not overlook or omit an opportunity for discovery and preservation if the opportunity exists.

4.       First Contact Rule – when first contact presents itself, represent the Commonwealth with the greatest level of integrity and benevolence; avoid negative first impressions or a breakdown in communications whenever possible.

Tuesday, November 25, 2025

The Fifth Weird Thing: The Machine World Fragment

 The Fifth Weird Thing: The Machine World    

This is a fragment for a Cypher System idea I had. Enjoy!

The Machine World Campaign

Premise: Carrageon the Machine World is a vast self-sustaining world ship, a vessel hundreds of kilometers in size traveling the vast distance at superluminal speeds between the stars. Carrageon was once an ancient ship developed to serve as a permanent waystation between worlds in a nascent expanding space colonization effort, but in the intervening years it lost its way, and now, ten thousand or more years later, has been drifting from world to world, its original purpose long forgotten.

Carrageon’s inhabitants dimly remember an age when the world ship served as a bridge between ancient human worlds, colonies as part of an expansive expanding human sphere of interest in the galaxy. They tell stories of how a great leader, the Captain called Mirathael, or possibly Michael, or occasionally even Michelle, led the ship away from human space in a final grand mission to the edge of the cosmos, on a journey of endless discovery. Some scholars, of the College of the Founders, have old records suggesting that Mirathael’s expedition was not scheduled, and was part of an unknown mutiny. Others suggest he protected the Machine World from a greater threat which had attacked the worlds of humanity, and point to the ever present danger of the Cybrids and their kind, who they believe could be the product of this unknown threat known only as the “Ultras.”

Carrageon got its name after a period known as the Long Dark. The stories say it was once called Icarus, but after the great exodus under Captain Mirathael, there was an extended period known as the Long Dark, so called because it is said that there was a period of time when the ship passed both through literal and metaphorical darkness. During this period, according to surviving records, the Cult of Mirathael rose after the leader’s death, and there was a period in which the Machine World entered a great and seemingly endless darkness as it made its way toward a solitary gliding light known as the Eye of the Goddess Andromeda.

During this period of darkness, civilizations rose and fell within the Machine World as different factions fought to control the world, and one by one they failed. Eventually even the technomagic of the ship began to fail, plunging whole regions of the ship into an eternal darkness. It was not until the ship’s arrival at the Eye of the Goddess that power was restored and the world awoke once more, thanks it seems to the beneficience of a Godmind called Exofar. Exofar, a name given to it by those scholars of the dark age who communicated with it, restored the functionality of the Machine World, and gave it an advanced intellect and personality, which was called Carrageon. It was from here that the Machine World gained its name.

Carrageon’s enahncements were so great that it developed new technologies and fostered a new population to replace the severely depleted humans on its ship through genetic reconstruction. It introduced new variants and as the ship proceeded once more to move on a course of discovery and exploration Carrageon found new species to join in its ranks. It had become a scientist in its own right. This lasted until the arrival of the Supernals.

The Supernals were enigmatic and inimically curious aliens from the outer darkness, and they coveted the power held within Carrageon and its denizens. They began to experiment on and kidnap citizens of the Machine World and seemed efficient at evading the intelligence of Carrageon. Eventually Carrageon, despite a directive to commit no violence or harm, instead granted such will to its human subjects so that they might protect themselves. And so was formed the first of the Machine World Armies, designed to hunt down and destroy foes of humanity.

This was all ten thousand years ago. Something happened in the intervening years, though the ancient records were carefully preserved by the Machinists of Carrageon. Records of more recent nature were lost, including the mystery called the Cataclysm. Exactly what the Cataclysm was remains unknown, but it is known that a swathe of the ship was badly damaged in an unknown event. Some scholars claim it was a collision with an object in space. Others claim sabotage by Supernals, or an attack by a hostile alien force. No one truly knows what happened, only that the results were devastating: Carrageon’s higher order functions ceased, and about twenty percent of the Machine World was utterly destroyed.

Monday, November 24, 2025

The Fourth Weird Thing: A Post-Apocalyptic Vignette

 The Fourth Weird Thing: A Post-Apocalyptic Vignette

From a Cypher System one-shot I ran!

The players see a distant shooting star that grows ominously large, and crashes somewhere nearby. On investigating, they find a starship, out of which emerges a cosmonaut who claims to have been part of an experiment to test a ship that could travel close to the speed of light. The cosmonaut’s ship left Earth orbit in 2070.

Cosmonaut: Eugevney Ilyetski (Level 4) speaks some English, closest to commonspeak.

Complication 1: the craft was equipped with very powerful weaponstech, including experimental laser weaponry and a fusion reactor engine. 

Complication 2: the ship lands in the Necropolis, a vast and contested ruined city which is thick with mutant abominations and radiation.

Complication 3: Eugevney offers up his ship's "3D printer" as a peace offering or to save his life, showing how it works....put material in, and out spits anything, including weaponry.

Threat one: Marauders led by The Dark and Mighty Razer are closing to seize the salvage. They have some "Jerries" cars.

Threat two: Abominations are being drawn to the ship's leaking radiation core. Also, the LEAKING RADIATION CORE!

Threat three: An abandoned military base that still functions in the mountains detected the crash and sent a Retrieval Wardrone to secure the prize. The wardrone is large, and will stop at nothing to secure the pilot and his tech.

Goal: Ilyetski will try to convince the group to save him, and explains he needs to get to the "retrieval zone," which his portable computer shows is seventy miles east, near the coast of the Desert Sea. He explains that, "his people" had a contingency for if his ship "deviated" from its timeline, a way to escape....but the device to do so should be at the indicated location, or so his computer detects.

Act II: the location,  at the edge of the desert sea, turns out to be the marker for an abandoned, beach nuclear sub from a lost Russia. The sub is overrun with zombies, but not until Ilyetski pops the hatch and they swarm out. 


The Third Weird Thing: Domain Space

 The Third Weird Thing: Domain Space    

Another write up from one of my Cypher System campaigns! FYI Cypher System by default lends itself to weird concept spaces really well.

Setting Concept: The Domain Universe Campaign

Premise

Earth has become a “game reserve” managed by aliens called the Recorders, who have maintained a special archaeo-construct created in the ruins of old earth, where they have been methodically attempting to reconstruct portions of the old world for their archaeological record. The Recorders are machine intelligences, who have taken to attempting to recover the memory of lost species, particularly biological species, which they have found evidence of throughout the galaxy. Their reasons for this are seemingly benign if unexplained, but it is suspected that they are attempting to decipher their own origins, seeking their creators. The Recorders call this experiment on earth the Incunabulum, after the old Latin meaning of “the cradle.”

The recorders appear to be “alive” in that they have biological functions of a sort, but they are in fact immortal synthetics made of complicated but ultimately simulated tissues. They use complex nanomachines to reconstruct lost sites, along with a process of “Temporal Reconstruction” using extradimensional physics to recapture portions of the past in elaborate, nearly complete simulations. The simulations will eventually deteriorate and fail, but until they do, they can learn a great deal by looking at an accurate snapshot of the past.

The Incunabulum on Earth is such an attempt, a reconstruction of Los Angeles in 2231, right when the Warp Drive was first created and tested. There is a theory among their kind that the manifestation of their species started with the manufacture of artificially intelligence space probes long ago, from a developing life form. They know Earth was successful, for a time, in advancing in to interstellar space as they have encountered hundreds of colonies which became isolated during a time now called the Cataclysm, when an unknown species or entities appear to have attacked and badly disrupted the sprawling commonwealth of humanity, rendering most of Earth’s colonies either extinct or regressed to the stone age. Worse yet, this appears to have been done to dozens of sprawling ancient interstellar civilizations, across nearly seventy million years of time. There is a suspicion that something eludes their detection in the galaxy and beyond, which deliberately seeks out and destroys Type II civilizations. The recorders feel it is only a matter of time before they are targeted, and seek to learn more of their own origins as well as clues to how to prevent this extinction from happening.

The Recorders are not the only current active species in the galaxy. There are dozens of other species, most pre-interstellar, which have been encountered. When a healthy species is discovered the Recorders intervene to assist the new species in understanding the risk of their interstellar development, and provide resources to work with the Recorders to advance into space at a slow and guarded pace. Some such species include:

Kellik – insectoid coleopteroids who are driven by intellectual curiosity and engineering skills

San – a race of polymorphic semi-liquid entities with low-gee adaptation

Dessur – a species of tall semi-humanoid warriors with seven eyes and heavy chitinous natural armor, who renounced war after nearly wiping themselves out in a system-level nuclear conflict

Pelladri – pale skinned humanoids who look similar to humans but are seven feet tall on average with mottled white and black skin, believed to have been a case of parallel convergent evolution, but their DNA is not even remotely similar to humans.

Orions – the strongest recovered human colonials, the Orions were approached by the Recorders and invite into the Interstellar Union. The Orion Confederation is aware that the Recorders seem to be unusually obsessed with the ruins of their civilizations of old, and the Orions independently are seeking their own answers as to how the Old Empire of Humanity fell.

Setup:

1. Character Generation is Tier 1 beginner, and any background listed for Modern, Historical or Hard SF setting options is permitted (Expanded Worlds and Core genre sections).

 

2. You can take equipment picks from any of those genres, too.

 

3. The setting default: Los Angeles, 2231, an era of expansion in to the solar system, hub of the Tether, a massive Space Elevator used for easy transportation of material resources to and from space, and colonial expansion has traveled throughout the solar system. You may or may not have left earth before, but all of you are currently in L.A. in the Tether District, a high tech area dedicated to the space program run by the United Coalition of Earth, the ruling "superbody" representing Earth interests among the larger space conglomerates. 

 

4. Though not well known, it is believed that the Coalition in conjunction with three Orbital interests have developed a working warp drive that would allow FTL travel. You might all be privvy to or involved in this research in some way, through the Bering Institute, an independent Research Group which is funded by multiple nations and corporate interests for a common good.

 

5. Aside from all of this, each of you knows and works with a cool sentient bioform AI, an artificial intelligence occupying a synthetic body grown in a vat who calls himself Recorder. Recorder is ostensibly here to observe your work on the monumental new Warp Drive project or associated jobs.

 

Initial Scenario

The PCs are working in the simulation known as the Incunabula when an odd person with a thick and unplaceable accent named Alana Cord approaches one or more of them with questions about who they are and what they do. It seems like an espionage issue, but when Recorder seems to take an unusual interest in her she departs quickly. Before she goes, she slips an information drive to one of the players and tells them “The key is in the data. And the key will set you free.”

Unknown to the players, Alana Cord is an agent of the Orion Survey Group, the OSG being the organization which is attempting to reconstruct the pieces of the old Human Empire, and to map it out as they do. Many questions are unanswered and the OSG seeks to find those answers, including:

--How much time has passed since the Collapse? On Orion it is believed that the collapse happened twenty seven thousand years ago, and it took this long for humanity to recover fully.

--What or who caused the collapse? Did the Recorders have anything to do with it?

--Why does the collapse target interstellar civilizations?

--How many other human colonies have recovered, or remain waiting to be found? Why have the Recorders been so reticent to discuss what they have found?

The Thumb Drive

Alana Cord, if no intervention is forthcoming, will seem to disappear, but if they PCs investigate the thumb drive they find a wealth of strange information:

--She explains to them that they are living in a complex simulation operated by a combination of temporal mechanisms and nanotechnology

--She explains that the Recorders are not utility and assistance droids but are the actual machine controllers masterminding this recreation

--She explains that the PCs are genuine recreations, ghosts pulled from the “shadows of time” captured by the temporal mechanisms, bodies sustained by nanotechnology, but that they cannot exist for long outside of the simulation, and the Recorders could decide to turn the simulation off at any time.

--To survive outside the simulation, she tells them her vessel is located beyond the westernmost approach along the security wall in sector C118, and provides the access code. She says there are medical pods which will offer permanency to the forms of the “simulants” that the PCs are, but they have to get through the wall, first. She says her ally, Syphon, can help….”seek the water.” Syphon is a San, one of many who have also questioned what the Recorders tell them.

Survival

The simulation that runs is a combination of extracted temporal data and nanotech rendering physical the ghosts of the past. The process “recreates” a precise simulation of an ancient time period, but the Recorders cannot actively manipulate the data without risking a deterioration and failing of the simulation. However, with the intervention of the OSG agents, a certain amount of deterioration is beginning, which in turn tips off the Recorders that their experiment may need a reboot.

Temporal arcs are a form of dimensional warping caused by manipulation of the fundamental vacuum energy known as Dark Energy in some circles. This allows for the utilization of otherwise quantum or collapsed dimensions to impact and even warp time as well as space in strange ways. The stabilization mechanisms in the Incunabulum keep Ancient Los Angeles stable, but leaving the field causes a deterioration, as does any major deviance from what came before; the past is only  as stable as its behavior in the present, and so no simulation can run for more than a few decades before experiencing total collapse due to the build-up of quantum variance over time.

In this case, the destabilization causes horrific moments when the temporal field falters, causing terrifying field distortions that rip apart the previously stable environment and people in gruesome ways before the “ghosting” that created the simulations evaporates, leaving behind simulated “meat” from the nanomaterial underlying the physicality of the recreation.

Worse yet, once the Recorders realize the recreation is destabilizing, they will (humanely, from their perspective) shut the simulation down, leading to an escalating “brown out” of the environment followed by monstrous recycling machines entering the now dead site to begin collecting and reconstituting the nanomaterial for re-use.

Encounters

1.       Group is doing its work for the Bering Institute when Alana Colt approaches them, asks to meet in private

2.       Group either meets or grows suspicious…encounter plays out

3.       Alan flees but gets drive to PCs before doing so.

4.       PCs decrypt drive and find bizarre information on it. May investigate C118 and meet Essuary.

5.       Further investigation means they are “off script” from temporal ghosting and strange things start to happen.

6.       Destabilization event….people and things are coming apart; future history flashes forward; the grim end of the human race places out in accelerated time

7.       Each PC finds themselves touched, warped, in ways unexpected, as their nanomaterial and temporal fix begins to waver

8.       The recyclers arrive and begin trying to recycle all!

9.       Group arrives at the C118 wall and the fountain where the San named Essuary aids them in a quick escape to the scout ship

10.   The group arrives, and the medical bays stabilize their forms, then “write” their temporal shadows on to their physical bodies, making them permanent. They are now all living beings made of biosynthetic material.

11.   Outside, they see the real world for the first time: a blasted land of the dead, with primitive scavengers, mutant monsters and a sprawl of ancient relics from an age undreamed of that collapsed thousands of years after the era they come from.

12.   Essuary asks them to help free Alana Colt, who has been taken to a Recorder prison in the Yellow Fields, where they maintain their observation base, the infamous Glass Tower.

13.   Afterwards, he promises, questions as they learn about the Orion Survey Group and the mission of mankind’s first restored colony, as well as the mysteries of the fallen empire.

Alien Species in the Domain Universe

The Recorders (level 3 average; Level 5 Enforcer; Level 7 Abstractor)

Health 9 (recorder); 25 (enforcer); 70 (abstractor)

Damage by level; melee generated weapons, ranged lasers or projectiles grown from body

Special: can repair damage done to their forms over time, at the rate of 1 health/hour. Must be destroyed or take damage equal to negative health or will be restored.

Synthetic lifeforms, the Recorders appear to be an evolving form of synthetic life created from an unknown source, operating a vast network they call The Domain. Their bioforms are clearly engineered, and it is not impossible they originate from a transgenic society which migrated from bioflesh to augmented “sleeves” long ago. Their mental capacity is immense but they seem to be “locked” AI, which is to say they have been engineered to serve as general purpose AI and not develop in to ASI attributes, though many feel that the undisclosed “homeworld” of the Recorders may be dominated by such an advanced artificial intelligence.

The humanoid body pattern appears to be a default and has led many to suspect they are patterned after humans, including possibly the Recorders, who seek out evidence of their origins on human colonized lost worlds.

Kellik (Level 2; warriors are level 4)

Special: 1 point of natural armor, primary claws deal 4 damage. +4 to might pool. Inability in situations related to independent or solitary thought processes.

The insectoid coleopteroids who are driven by intellectual curiosity and engineering skills are an early ally of the Recorders, and regarded as untrustworthy by many. Their tendency toward hive minded groupthink makes them hard to predict, oddly. They have been allied with the Recorders for a thousand years, and maintain a very low “warp” footprint to lower detection risk. The kellk are convinced a species of “civilization killers” exist out there.

San (Level 1-7 depending on size)

Special: This is a race of polymorphic semi-liquid entities with low-gravity adaptation that makes them easily maneuver in space. A San  maneuvering in low or zero gravity makes rolls eased when engaged in zero gee stunts and movement. San gain +4 to Speed pool, but have an inability when in normal or high gravity environments with any strength related tasks.

The San are closely allied with the Orions and have long suspected the Recorders as being inimical to their own existence. They are blob-like polymorphs, capable of taking their boneless- single-muscled body that is not unlike a free-flowing mass of fluid and shaping into almost anything they want. Their adaptation is due to their incredibly low gee moon homeworld around the gas giant in Eti Orionis.

Dessur (level 4 normal, level 6 warriors)

Special: 2 points of armor, exceptional eyesight (asset)

The Dessur are a species of tall semi-humanoid, reptile-like warriors with seven eyes and heavy chitinous natural armor, who renounced war after nearly wiping themselves out in a system-level nuclear conflict. The Recorders are regarded by many dessur as saviors to their kind, bringing wisdom and illumination in the wake of their own near destruction. Unlike other races, they regard the Recorders as kindly and helpful rather than suspicious and controlling, and feel that the evidence of a catastrophe across the galaxy is proof that war leads to self-destruction. Their species as a whole has forcibly adapted to a pacifistic way of life, which has been enhanced by genetic modification to reduce their biological predilection for conflict.

Pelladri (level 2-4)

The Pelladri are pale skinned humanoids who look similar to humans but are seven feet tall on average with mottled white and black skin, believed to have been a case of parallel convergent evolution, but their DNA is not even remotely similar to humans. Unlike humans Pelladri seem to have developed two brains with distinct separate cognition, and appear to maintain as a natural state separate personalities and “minds” within their collective heads. The notion is difficult for unaugmented humans to follow, but seems exceedingly natural to the Pelladri, who find the notion of “one voice” anathema.

Like humans the Pelladri are often suspicious of the Recorders, but many of their kind have willingly gone into service to the synthetics, with the notion that their machine intelligence is ultimately superior to biological intelligence. This obsession with machine perfection is unusually typical of pelladri belief.

The Severed Sector: Lost Terran Space

 

Earth and the Sol System reside in a region identified by the Recorders as “Sector X77367-11219” but which Orion Survey Group has named the Severed Sector, chiefly for two reasons: the first is that discovery of this region was by accident; it is one of seven “black zones” omitted from the Recorder Star Charts shared with the Orion Confederation and discovered by the OSG by accident. Second is that the Severed Sector includes a 27 LY long anomaly in the form of a bright, eerie multi-hued nebula that appears to be a gaseous emission created by an unknown stellar object that cut through the region, possibly the result of a massive gamma ray burst that effectively vaporized multiple star systems and left an immense nebular debris cloud in its wake.

 

In the last three years that the OSG has been surveying, they have taken to calling it “Lost Terran Space” as evidence mounts that a human civilization which may be the genetic root of the Orions can be found here. Only within the discoveries of the most recent OSR to stumble across the unnamed world KLX227-11219 has direct evidence been found that it is possible that the Terran Homeworld from which all Orions may be descended been found.

 

Earth, as home of the Terrans, may be about 130,000 years dead now, and there is evidence that sometime around 127,000 years ago the Terrans still ruled a galactic empire which spanned half the galaxy. Overnight (literally by some accounts) the Terrans went from a dominant galactic force to almost extinct. Only a handful of worlds retained human life, and of those even fewer thrived and rebuilt as the Orions did, though it took them nearly 130,000 years to recover from the disaster that befell humankind.

 

Severed Sector includes approximately fifty charted worlds that show evidence of former habitation, be it indigenous or through colonization. Of these, at least a dozen have earthlike worlds (or “Rigellian” as the Orions put it), making them targets for the surveyors. These worlds include three names, as follows: the name identified in recovered Terran records; the survey title provided by the Recorder Stellar Astrographic Maps; and the Orion Survey Group Name Designation. These include:

 

Cadeos “Homestar” (Sol System; KLX227-11219)

Acetos “Archer” (Tau Ceti; KLX223-11219)

Geminos “Siblings” (Alpha Centauri, Proxima Centauri B; KLX229-11219) – earthlike, terraformed, major constructs in orbit (relics of a Dyson Sphere project, prehuman)

Paridos “Dark Star” (Ross 128b; XLK351-11219)

Ominar “Bright Light” (Wolf 1061c XLK399-11219)

Scarpus “Scorpion” (Gliese 682; XLK443-11219) – small red dwarf, earthlike world

Terminos A, B and C “The Shadows” (82 G. Eridani b, c and d; XLK541-11219) – 3 earthlike worlds in goldilocks zone

Pathros “Dense” (HD 85512 b; XLK492-11219) – dense, earthlike, 1.4 G, terraformed

Derem “Twins” (Gliese 180 A and B; XLK923-11219) – twin worlds, both habitable, higher gravity but terraformed

 

Planets with extensive evidence of habitation but no Earth-like (Regellian) habitats:

 

KLX942-11219 (Barnard’s Star) – ice world super earth

KLX878-11219 (Gliese 876d) – earthlike, but a core of a denser gas giant stripped of atmosphere

KLX553-11219 (Gliese 832c) – hot, Venusian

KLX559-11219 (Gliese 581e) – dense, small hot world in close orbit, like Io

KLX843-11219 (HD 219134 b) – hot, 1.85 gravity, dense rocky planet

 

 

 

 

 

 

Wednesday, June 4, 2025

Cypher System Rising

 As the weeks have gone by I've begun to settle on a system with consistency: Cypher System. I mean sure, I've run this plenty in the past, but I've honestly not run it in a good while and I think maybe now it would be the ideal solution to my doldrums. 

Cypher System does have some warts, though. It's a player-roll facing system, meaning the GM never really needs to roll dice except maybe for some random cypher charts or something. 99% of the time the players roll to attack, roll to defend, roll to take action, etc. So this does mean that the core conceits of the system depend on player honesty and understanding of this mechanic. A player who unfaithfully does not report a roll of a 1 which incurs a GM intrusion, for example, is defeating a key story-telling element of the game. 

The second issue with Cypher is really user-dependent: the system's dice pool methodology has some "numbers that mean other numbers, and ways of making tasks reduce in difficulty that also mean converting to numbers" sort of approach that can seem simple enough to some, and can be oddly baffling to others. I know that when I first got Cypher System I sat on it for like a year or two because the core conceit of the system seemed so counter-intuitive to me, and felt like it would be a real hassle to teach people. I eventually pushed past that (long, long ago) and quickly grokked and loved the mechanics for what they are, but this has always proven to be a problem for at least two of my regular players. One of them has actually expressed keen interest in playing it though, despite my recalling she was very frustrated with the system in the past.....so maybe she (like me) suddenly grokked it. 

The third and final issue I have always had with Cypher (and other players of the system as well) is that XP gain is pretty quick, and the rules as written make it that way. Your characters advance over 6 tiers of play, the system's version of leveling and in each tier you have four advances which cost 4 XP. In addition, there are a range of temporary and circumstantial benefits that can be gained by spending XP. In the past, and this tends to reflect the first edition of Cypher, it was easy to see PCs gain power creep by advancing fairly quickly in tiers (especially if they horde XP for long term advancement, as that only takes 16 XP to hit a tier cap). This led to a problem where the PCs were improving overall power level faster than the GM could readily account for it (a polite way of saying that you could plot out threats that in a matter of sessions become trivial and inconsequential for the players to overcome). 

My first few campaigns of Cypher System (all in the first edition) ran into this issue, as I would tend to hand out enough XP through GM intrusions along with 1-2 XP at the end of the session, and the players hoarded XP so they tended to tier up every 4 sessions or so. After 20 sessions the PCs were approaching tier 5 and the storyline (and my newbie GM experience at the time) meant my plot was pacing for a group about half that power level, and they were already hitting what felt to me like godlike levels of performance with boosted Edges, talent pools and effort levels. In Cypher System, higher stat values often simply mean that difficult tasks at tier 1 by tier 4-6 often become "descriptive sentences in which the GM explains how cool you are" as you step past a task...unless of course the GM wants to drop an intrusion on you.  

Under the Revised rules there's more wiggle room baked in to how one goes about handing out and allowing XP to be spent, so I think this will pose less of an issue. The new rules emphasize options such as requiring players to spend XP awarded in-game to be spent in game, and XP between sessions (so end of game, for goals met, story arcs progressed, etc.) to be retained for tier advancement. The GM can award XP at a slower pace as well by focusing only on XP gained through character arc advancement, and between-game awards amending that total for specific "group/plot" goals. They give the GM a lot of leeway, in other words.

In addition, as the group levels up I have since wrapped my own head around the idea that higher level threats and concerns in Cypher System are (and should be) more about discovery, cosmic revelation, and existential threats of unusual nature, and the things which were of dire nature at tier 1 are now just footnotes along the way. 

Either way, I am looking forward to this planned excursion, and I have been pretty exclusively focused on what I can do with Cypher next. I am still mulling over the idea of Numenera vs. one of the Cypher genre settings (or maybe Magnus Archive which is rather cool), but its definitely going to be this. 

Tuesday, April 15, 2025

Observations on Running Three D&D-Types At Once (D&D 2024 vs. Shadowdark vs. Pathfinder)

 Running Shadowdark back to back with Pathfinder and D&D 5.5 has been an interesting experience. I have observed the following in running what is essentially 3 "D&D likes" at the same time:

1. D&D 5.5 has some nice (small, but nice) improvements on monster design...subtle, but makes a difference in actual play. Monk still feels very broken; you have to want, as DM, to design the encounter to actively kill the monk to have a chance of doing so. In running the game I am still hauling older books with me to fill out missing content in the newer edition, which is annoying. Overall though its still D&D 5E, just now in a slightly more abbreviated edition. I concede that it's fun....but maybe a tad long in the tooth. I now think D&D benefits from a bigger reset with new editions. This was not a big enough reset.

2. Pathfinder is proving the most enjoyable in terms of pacing vs. rules complexity; it falters only when player familiarity wanes (so a player with their act together progresses quickly; then a player who does not know what they are doing stops the game on their turn...stuff like that). I have adjusted to the system well enough, and feel like this is proving to be my "comfort zone" for a D&D-style game right now. I appreciate that it is easy to build a challenge for PCs in PF2ER that feels meaningful. My biggest gripe with the system these days is adjusting to all the modified content, stuff that is still there, but was "scrubbed" of old OGL references.....think kholo vs. gnoll, for example. Search the Monster Core for the Brain Collector! He's hidden away in there. Stuff like that.

3. Shadowdark feels simple....almost too simple....but as a result it's rules get in the way the least; the pacing of the game feels much smoother and faster than its more robust cousins as a result. Shadowdark also cleverly removes most "get out of jail" spells and effects from the players....truesight and feystep type stuff which can turn in to convenient "bypass encounter" mechanisms are simply absent from the game. The GM can include this stuff if desired through treasure and boons....but entirely at the GM's discretion.

This is, all in all, too much D&D-like for me to run all at once, even if I am enjoying all three games. I am now, in consideration of how much I am enjoying the rules pacing in Shadowdark, once again looking to another rules-minimal system: Cypher System, for a future non D&D-like game. 



Tuesday, February 18, 2025

The Ever Changing Gaming Prospects for 2025

So! The conundrum set off for me by my dislike of the design direction of the current edition of D&D has led to a close evaluation of options. It has led me down the following path:

Mythras - So I am actually running Mythras on Wednesdays now, which is not much of a stretch as I have run Mythras on and off over the last several years. My goal this time is to maybe, just maybe, stick with it for longer than a short campaign. We shall see; the problem is that my intrigue at the style/approach Mythras offers is often occluded by the more conventional approach D&D and Pathfinder take; or put another way, sometimes deep simulationism and verisimilitude are not as fun, long-term, as slightly gamified fun can offer.

D&D 5.5 - One of my friends sort of talked me into giving it a try, to look at the good options and maybe hold judgement on the bad bits until I see how it plays at the table (and over time). I decided this is a possibility, if I run a campaign that is new, built ground-up on the implied expectations of the new edition. I did devise a decent campaign outline so far, but I am still not feeling overly motivated to run D&D 5.5; my theory is that secretly, maybe even almost unconsciously, I am just really burned out on it all and this is as good an excuse as any to take a break. 

Dragonbane - I want to run this but I feel like it needs an expansion rulebook to hold long term interest, and I am regularly thwarted by my players' threats to roll all mallards. 

Pathfinder 2E Revised - this actually looks like the best overall prospect to me for continuing a D&D-like style of play without all the finnicky expectations of a new edition that foundationally change the core feel of the game. That said, Pathfinder 2E Remaster has its own special issues, not least of which is trying to figure out what monsters have been arbitrarily renamed or remastered into analogous replacements (e.g. gnolls now being kholos and such). But, aside from that, and my general irritation at may little design decisions in the system, it is still shaping up to maybe be the best choice for me. Except, of course. for.....

Tales of the Valiant - So it's basically D&D 5E, but with some nice revamps, and its main problem is not offering enough player choices (yet). But that aside, it is sort of the default no-brainer for me to continue gaming with. My group does seem deeply interested in D&D 5.5, but I think if I push hard enough I can get them to at least give this a shot. 

In digging through my collection I also found a few choice relics that I would like to play but which often get neglected when time to plan something comes up. Specifically:

Swords & Wizardry Revised - this lovely remaster of the S&W Complete rules, now with two additional rules/monster tomes filled with new content and classes are really my favorite iteration of the OSR (aside from OSE). Alas, my only problem with running it is that I am just not sure I could get most of my group to tolerate going to back to an old school state of mind. Last time I ran it (and OSE) I find about half the group would rather sit out a few sessions than bother to play an OSR game. Yeesh!

Forbidden Lands - I was really enjoying reading up and learning the intricacies of this Year Zero Engine based game and in looking at it again I realize it would be a fascinating experience to play. All I need to do is figure out how to "make it my own" in the sense that its default world assumptions are not always in alignment with what I want to do with it.....note that this is the exact same problem I now face with the new D&D books, they have shifted away from D&D as it has existed in prior editions (though maybe not as extreme as FL in terms of the implied world assumptions), but who knows, maybe I could find time to absorb the default setting and figure it all out as it is intended.

Cypher System's Godforsaken and More - Cypher System is a great game, and easy to run. I love a lot of it mechanical elements and focus on story. It has a good series of sourcebooks for supporting fantasy play. Maybe I should consider looking to it for my D&D-likes. It certainly is flexible enough to support the campaign settings I want to adapt to whatever system I pick.

GURPS Fantasy and Dungeon Fantasy - I have never been overly keen to run Dungeon Fantasy because it is essentially taking the core strength of GURPS (its generic, universal flexbility for realistic gaming) and wedded it with D&Disms. If I want D&D dungeon delving, there's always D&D. Same problem with Classic Fantasy for Mythras. But there is regular GURPS and the Fantasy sourcebook (and Magic). It's main problem is one of scope and work; I'd need to put a lot of effort into building stuff out for a game, and at my age I no longer have the time and interest to deal with GURPS's level of fiddliness (Mythras is on the edge of my tolerance level). But! I used to run GURPS all the time with a fairly low level of prep, though usually for modern day or SF games. Maybe I can find a happy middle ground here. Worth thinking about at some point.

Savage Worlds - With the Fantasy Companion and the Pathfinder for Savage Worlds books this would seem to be a no-brainer, but for various reasons I can't quite pinpoint easily, I was finding myself less than satisfied with the system in a recent Supers campaign I ran. I think the sense of gravitas and engagement with the mechanics were not there. Almost....dare I say it....too simplistic and swingy for my tastes, although maybe also my fault for picking a genre (comic books) my group was not terribly into or familiar with. The net result was disppointing, at least to me. So maybe doing fantasy with SW is actually a better bet as the group is most definitely more familiar with this genre and the system in that sense.

Okay! So enough pondering on this for now. 


Tuesday, November 26, 2024

When You're In the Mood for "D&D," Just Not Specifically D&D - Mythras Classic Fantasy, Fantasy AGE, Cypher System And Other Weird Variants

 I've had lengthy times where I grew tired of D&D and wanted a break from fantasy, which then led to me running other game systems in different genres such as Mothership, Call of Cthulhu, Savage Worlds and so forth. More recently I have been facing a stranger issue: a desire to run something D&D-like, just NOT actual D&D. I mean, I am running and enjoying D&D....but I know it is less because of the current edition rules at this point than it is because of the campaign I am running, and the sundry plots and characters; the game is succeeding despite itself, not because of itself. Indeed, I realize that my main problem with D&D 5.5 (2024 edition) is that it's frankly just more of the same....lots of noteworthy changes, but none of them shake it up mechanically beyond being a horde of slight iterations. It is like they patched D&D 5E, and you notice the improvements, but ultimately also notice its still just the same game. To run with a video game analogy: they added in ray tracing an patched a loot exploit so it looks cooler and plays more smoothly, but its still the same game you've already played to death.

This has gotten me looking in to other options for a fantasy fix which mix up the mechanics sufficiently that I can feel a breath of fresh air even if I am still running some archetypal adventuring campaigns. I've explored Tales of the Valiant and while I am eager to test it out as a GM, it's still got the same problem D&D 5.5 does; it's just a variant on the thing we've been playing for the last ten years already. Pathfinder 2E Remastered is also good at "D&D like" so it's a bit closer to what I want....but in many ways it is the closest direct competitor to D&D, and has its own unique range of issues when it comes to applying it to classic D&D-ish fantasy without being D&D. 

This leads me to a few other systems I've considered, as follows:

Mythras Classic Fantasy - this just recently received a huge upgrade with the new Mythras Classic Fantasy Unearthed expansion. If you don't know what this is, it's a hack of the Mythras Fantasy RPG (which is itself a valid alternate to D&D) in which it retools the game's chassis to accomodate classes and a very "D&D like" level structure, along with a D&D-derived magic system and plenty of monsters and magic items. It is Mythras at core, but reframes everything to feel like D&D. Specifically it feels like an emulation of AD&D 1st edition, just now powered by a BRP-derived game engine with lots of skills, D100 mechanics and an extra heap of lethality. Cool stuff. 

Pros: Classic Fantasy is a very robust reimagining of D&D style play in a more gritty chassis powered by Mythras; it is well supported with a bunch of modules, main books, the Classic Fantasy Imperative (a ORC-license restatement of the rules as a stand along product, though note you will still want the original Classic Fantasy book for Mythras as it holds all the monsters and more goodies), and the new CF Unearthed book. Plus, you can use all the other Mythras material with it, it's fully compatible.

Cons: I always run into a stumbling block with Classic Fantasy, which evokes for me two things: AD&D and Mythras. I then leave myself wondering if this mix of chocolate and peanut butter really work, or if it makes more sense for me to simply play straight Mythras or straight AD&D. I also prefer BRP Itself, over Mythras, another issue entirely. Also, the special attack rules for Mythras can lead to player decision paralysis, a very common issue I encounter when running Mythras.

Fantasy Age 2E: Green Ronin quietly released Fantasy Age 2nd Edition last year and I am not sure anyone noticed. It's since released a Cthulhu Mythos and Technofantasy expansion on Drivethrurpg, and the 2nd edition is largely backwards compatible with prior books. Fantasy Age, if you did not know, is derived from the Adventure Game Engine (AGE), originally created for the Dragon Age RPG, and this is a full-on iteration designed for use in whatever setting you want. It is class and skill based (though they use focus and talent terms), and is in many ways similar in structural design to D&D with leveling up, escalating hit points and lots of fast paced, hard hitting magic. The latest edition is more robust than the 1st edition Basic Book, too.

Pros: You get a similar experience to D&D but will find Fantasy AGE allows for a lot of design flexibility; its a great system to make unique looking characters, and is pretty easy to GM as well. It has ample support material and the core book is pretty robust.

Cons: Some people find the high starting hit points take getting used to; combats will last longer, sometimes when you don't expect them to. The stunt system unique to Fantasy AGE can lead to a bit of decision paralysis for players, but I find that a few sessions will get them very used to it. Also, because its core design was meant to emulate a video game, it can sometimes feel a tad video-gamish.

Cypher System - Godforsaken and Others: Cypher System has had a lot of expansion into the realm of fantasy gaming in the last several years. The Revised Cypher System rules have plenty of content, but if you add Godforsaken and the Cypher Bestiary you have all you need for a robust D&D-ish campaign but powered by the deceptively simple point-pool system of Cypher. They also have the Planebreaker setting, a new Diamond Throne update and the Ptolus City Setting out for Cypher, most of which were originally settings for D&D 3rd edition or later 5th edition, so its got support for D&D-like campaigns baked in.

Pros: Cypher System is a resource pool game system with player-facing die mechanics which is incredibly easy for the GM to run, and you can simultaneously make very archetypcal D&D-themed characters and also go as off the rails in PC design as the GM is willing to let you. It de-emphasizes a lot of the nitty gritty mechanical elements of D&D, but with the cost advantage of making story and collaborative engagement top priority.

Cons: Cypher System, despite being so cool, can be hard for classic RPG enthusiasts to wrap their heads around, as the pool resource mechanic is counterintuitive to more simulationist rules systems like D&D. Cypher System also works best for GMs (and players) who enjoy improvisation and ad hoc developments, and the game really shines when this is leaned into, but flounders badly if you rgroup does not embrace it.

There are some other ones to consider too! In brief:

Basic Roleplaying, Runequest and Magic World: BRP has a nice new edition update out, and it just got a GM's screen. It's plus is BRP is the best system ever, but its downside is they don't have a single unique modern resource for providing fantasy gaming content. The core book has some material, but its not robust enough. A few years ago before Chaosium changed ownership they published Magic World, which does do exactly that, but its only available in PDF and POD (and had a lot of errata). It's not a bad option, but it is a shame that BRP's latest edition does not have more setting/genre resources out for it, and it continues to get neglected in favor of Runequest. Runequest, in turn, is a great alternative to D&D if you want to really experience something different in the world of Glorantha, but a difficult setting for most to parse out and make their own. If you just want a system to power your own creation, Runequest will disappoint. 

Dragonbane: This is a hybrid reimagining of what the original BRP Magic World of the 80's (from the Worlds of Wonder Boxed Set) became in Sweden, also called Drakar och Demoner, and it was brought back with a Free League flourish, now based on a D20 mechanic instead of a D100 mechanic. It's actually a really neat alternative to OSR D&D gaming, but it needs a bit more support to serve as a broader tool set for enterprising gamers. It also has a problem of looking and feeling like a D&D alternative, but in fact being much closer to its BRP roots and therefore being rather deadly to any game group which plays it like a straight up D&D dungeon crawl. I'm keen on trying this one out eventually, but it's not going to scratch the "D&D but not D&D" itch for me.

Savage Worlds Fantasy and Savage Pathfinder: actually these would work pretty danged well for scratching the "totally D&D feel but not D&D at all" itch. Pathfinder for Savage Worlds brings in classes and themes modeled from Pathfinder 1st edition and is not so wed to Golarion that you can't hack it for your own thing. Add in the SW Fantasy Companion (revised for SWADE) and you have essentially all you need to do everything I've been talking about. The top reason it might not be as ideal is because Savage Worlds excels at being multigenre, and I have found that I enjoy it a lot more in a modern or SF setting than fantasy....though that said, Savage Pathfinder rocks hard. The other problem with Savage Worlds is if you associate hit point bloat and long, protracted combats with the D&D experience, then Savage Worlds may not work for you! It's too fast.

There are others I have not mentioned....GURPS Dungeon Fantasy and the reissue of The Fantasy Trip both come to mind, for example. 

One of my game nights needs a change of system soon. I think it's probably going to be Pathfinder for Savage Worlds, but I might talk them in to a short campaign in Dragonbane just to see how it feels. I am super keen on Fantasy AGE at some point as well, but I really want to absorb the nuances of the system to feel comfortable with it, first....and that requires time I rarely have these days!