Showing posts with label stars without number. Show all posts
Showing posts with label stars without number. Show all posts

Tuesday, August 11, 2020

Picking an SFG RPG Part 2: Generic Systems vs. Implied Setting Systems (plus how Tone and Flavor Matter!)

 My talking about the SF RPG of choice for my short campaign refresh and the subsequent reader comments got me to thinking about a design element that affects system choice: generic systems vs. systems which contain an implied setting. Secondary to this is the notion that a given system will also contain some tone and flavor; flavor might reflect the implied setting, but it doesn't need to. 

For example: White Star has a setting that it has provided some support for, but the book itself is fairly setting neutral; it's got lots of content that might at times even seem contradictory (you have mecha jocks, space squirrels, star knights and embittered old preachers on the space frontier all in the same game system, for example). White Star's implied setting is schizophrenic; it's really a kitchen-sink universe if run exactly as presented, but the intent is to instead give you tools to make your preferred brand of cinematic-inspired scifi.  

Contrast this with Stars Without Number, which on the surface seems to be a toolkit game. However, the foundation of SWN is written around a specific universe which has a defining moment called The Scream within it. All of the implied setting content (and SWN Is loaded to the gills with it) has this core conceit baked into the premise. If you run SWN with a different concept in mind it either limits the content of the book to your own vision or requires you to modify or ignore large chunks of the story content. By contrast, with SWN if you don't want Star Knights in your universe you just tell players they are off the table; the rest of the system won't break if you exclude them, and indeed some story bits might even feel more consistent as a result....that's because White Star isn't building you a toolkit for an implied universe like SWN is; it's providing you a toolkit for a flavor of gaming (cinematic scifi). 

Contrast this with actual generic systems such as Cypher System, Savage Worlds, GURPS and even FATE. These systems might come with some inherent tone/flavor due to the underlying game systems, but each tries to support a wide range of settings without any implied content. GURPS can run both cinematic scifi and (if you were so inclined) the SWN universe in which The Scream happened. Savage Worlds is aimed at it's motto of Fast! Furious! Fun! but it more than amply tries to cover every SF genre it can within its own toolkit within the 3F parameters. Cypher System's underlying flavor is one of deceptively simple mechanics that are player facing with resource management baked in, but the Stars are Fire sourcebook spends half the tome giving you a vast array of ideas for any conceivable SF idea you can think of; it's selling system with a certain tone and flavor and the only implied setting are those which most benefit from the contrivances of Cypher's mechanical design.

The downside, as any gamer with full time work and family knows, is that generic systems often take a lot of time to prep. The seductive point of a game system with an implied setting like SWN or Traveller is that it does some of the work for you; if for example I simply didn't have a campaign vision in mind (and this is where I always trip myself up as I like designing my own settings rather than using existing content), then SWN would actually work really well for me, as I love its world/adventure chart design process. Likewise, Traveller is insanely processual in charting out its own implied setting through the rules, and you can run any universe you want with it so long as it involves dudes who muster out and start life as middle aged adventurers travelling using something like Jump Drive in a bizarrely flat hexagonal galaxy.

All of these systems are great, of course, and I've run all of them except for FATE (which I almost ran, but ultimately decided it's core mechanical conceits are just not my cup of tea). So when I am looking for what I need at the moment I am thinking of what my goal is....and it sort of follows this thought:

1. I want a system which can give me a 5-10 session arc that feels fulfilling but doesn't feel like we have to be obligated to keep playing (so, progression within 5-10 sessions is meaningful); any of the systems we're talking about could theoretically do this well, but I'll rule out GURPS because the setup will take too long for 5-10 sessions and Traveller because its progression is flighty at best.

2. It needs to fit my vision of a "realistic" space opera idea I have in mind with specific conceits for how stuff like hyperdrives and human expansion into the galaxy happened (and lots of aliens); this means it needs to be a good toolkit game with lots of premade stuff that fits the setting; that eliminates GURPS and Traveller (would have to build it all), SWN (implied setting would have to be redacted), and leaves Savage Worlds, Cypher System and White Star (all three have enough content, bt of course SW requires some conversion work).

3. It needs to be easy to run without a lot of rules adjudication, because part of the "palette cleanser" is I want a break from a system with a rigorous three-action mechanic and a 600 page rulebook. Yes, PF2 is remarkably easier to run than PF1 but it's still not "Swords & WIzardry" easy, you know what I mean? This conceit is the most important part! 

With those three criteria in mind I could readily narrow the list down to White Star, Savage Worlds and Cypher System. As I identified in yesterday's post Cypher System would be ideal but the Roll20 randomizer for dice seems to actively hate my players so in the interest of sanity I decided not to go with it. Savage Worlds requires some (admittedly minor) conversion to work properly right now so I want least amount of effort....so White Star it is.

There is one element undiscussed: The explicit setting systems. Eclipse Phase, Star Wars RPGs, Star Trek Adventures....these are all games you play specifically for the detailed setting. They are in their own ballpark, as you will never likely want to use them for something that isn't a total riff on the actual universe the system supports. 


Tuesday, May 28, 2019

The Universal World Profile Sourcebook for Cepheus and Traveller


For many of us, particularly the grognards and the gamers who approached SF gaming from the venue of fiction rather than film, there's a consistent expectation that any good SF game will provide you with some useful world building tools, as well as a means by which you can map out your corner of the galaxy for exploration and discovery. Traveller set the bar for this expectation high very early on with a decent system for generating an infinite number of star systems and subsectors to create as large and detailed a galaxy to explore as you could want.

When Mongoose published Traveller in its "1st edition" of their new version of the game they thankfully made it OGL, and then later made the mistake of not keeping MGT2 OGL, thus splitting their market of third party support. Most third party support for Traveller continues, but under the older OGL which has been retooled into a new edition of the game called the Cepheus Engine. This iteration of Traveller is the MGT1 version from the OGL, with some additional content to flesh the game out. It's also spawned lots of new product, aimed primarily as support for Cepheus or for other SF games that could benefits from specific rules such as ship design or world building.

Enter the Universal World Profile. This book is an expansion on the basic world design rules in Cepheus and MGT1, providing more depth of discussion on what each statistic and fact means when creating a world's UWP. For those of you unfamiliar with Traveller's mechanics in world design, each planet gets a "stat block" in Traveller hexadecimal format that lets you quickly determine a planet's composition, size, atmosphere, population, government, star ports and other useful details right no down to trade codes. It was an ingenious way of codifying and making an entire galaxy a prospective explorable option....you could get in a ship, journeying across the parsecs to theoretically endless explorable planets. A creative Traveller referee could take those stat blocks and make them really interesting, or you could play it straight and run Traveller like some sort of trade or merc-driven procedural; the core conceit was brilliant and simple, but it is the reason Traveller remains a persistent and popular RPG to this day and (almost) no one remembers games like Space Opera or Universe (except maybe for how baroque and painful they were).

Anyway, The Universal World Profile sourcebook for Cepheus (and Traveller) is a fully stand-alone resource which will give you more information on the UWP process for its core games, but also serves as a stand-alone resource for GMs who want design worlds for their own preferred SF rpg but maybe don't happen to have a very good resource for that particular game to do so. For example, while the Advent Horizon RPG actually has a nice little world designer in the rules, it's nowhere near as robust as what the UWP can offer. Starfinder has a very Pathfinder-styled section on building locations and encounters for games, but offers zero support for designing a universe to explore in a more organic fashion; it's trending (unfortunately) toward Paizo's desire to sell Adventure Paths rather than material that lets GMs do their own thing, so with a bit of additional effort (such as encounter tables for the Alien Archives) you could use the UWP to actually create some structure to your setting for players to explore.

There are other SF RPGs out there (besides the two I have been messing with a lot recently) that could benefit from a UWP system as well, although it is worth noting some games take the inspiration of the UWP and manage to do their own thing extremely well. GURPS Space has a robust (some might say "too robust") world creator. Stars Without Number, for another example, has a great world generation system that includes building plot hooks and themes in to the design. Unlike SWN however you can design your own brand of SF with the UWP and tailor it to your preferred genre requirements (SWN is great but leans heavily on its implied specific universe). The UWP only really makes the assumption that starships travel discreet distances (parsecs) and that the universe can be captured on a 2-D hex map (hand waive the third dimension). It doesn't presume aliens, but that doesn't stop you from populating every world with them. It doesn't presume technomancy or "the scream" or the idea of an Imperium but all of that can be included or assumed if you so desire.

Anyway, if you need a stand-alone resource for science fiction world building that is accessible and broad in application, check it out. Print version at Lulu, too.


Thursday, February 15, 2018

Stars Without Number Actual Play Session (Drawing comparisons and contrast to Traveller, White Star and Savage Worlds)


For the Wednesday night game we had some absent players (it being Valentine's Day and all, and some players have actual lives, or romances, or whatever!) and so it was that the hardcore, the jaded, the misanthropic, and also my family decided to enjoy the holiday with a one-shot.

The purpose of this one-shot was to exercise a chance to try out Stars Without Number. Before going in to this game you can see my general feelings on it in in prior articles, but I'll sum it up like this:

--Wonderfully quick character generation

--numeric old school simplicity

--A very Traveller-esque skill mechanic

--brilliant "tag" structure for world/adventure generation

--seems to have enough equipment/vehicles/ships/augments to support robust campaigning

After playing, I now feel this way about SWN:

--We all agreed, char gen is quick and efficient

--the numeric old school simplicity was at time "too simple." This will sound weird, but I found myself not enjoying the core conceit of SWN as much as I do it's close cousin, White Star, nor the game to which it pays direct homage, Traveller

--The Traveller-esque skill mechanic felt more shallow and less fulfilling than Traveller's own skill mechanic. Indeed, it made me wonder why it even bothered, given how slender the SWN system is, when Traveller's core conceit is exactly the same yet manages to provide a more robust and interesting experience....the only "lite skill" system I really enjoy/tolerate is Savage Worlds, I guess

--the tag structure is still a great mechanic for inspiration, but SWN does not support the interesting "technical" elements of design that Traveller does. Traveller in turn lacks the "stuff to do" element that SWN's tag system offers. SWN is a clear "win" on this.

--SWN has enough interesting equipment, vehicles and ships. It's not a problem. 

But! Throughout the course of play as well as over the last few days designing material to run, I realized that SWN is most definitely a "one world" system by default. Arguably Traveller is the same way, as is White Star, but both of those games give you a "starting point" which makes few real assumptions about the universe....well, maybe White Star's Galaxy edition is different (it assumes not just star knights but talking squirrel star knights, for example) but Traveller's only real conceit is that you use Jump Drive, and that gets you from point A to point B a certain way, and that the setting is humanocentric. Traveller in the past has expanded on this to let you customize how and why technology works to handle other universes of play, but it's only real conceit is a universe of humans, mostly. 

SWN has a lot of Traveller's conceits, but it also bakes in some default assumption about FTL drives, the "scream" as a defining point of the setting, and other features that are fairly baked in to the setting's presentation, tags, core assumptions, and much of its infrastructure. This is not a problem if you want a ready to go setting, not at all. But it does pose issues when you don't want to use that setting, and during play we thought about this issue on several occasions.

In the end, the problem wasn't that SWN wasn't fun, or even that it wasn't a setting I wanted to use (I could easily see accepting its default assumptions for any extended campaign easily). It was the fact that it felt like it was a homebrew homage to Traveller, and one which only left me feeling like Traveller has been here, done this, and done it maybe with a bit more depth and support than SWN does. Traveller does not have a Tag System for enhancing world generation, though, and SWN definitely beats the other games hands down.

But for designing my own setting, with no fuss? I'm afraid that Savage Worlds remains firmly on that throne. 

Anyway, other comments on SWN in actual play:

Combat was pretty smooth, but the veteran players in the group found at level 1 that charging in with a melee weapon against armed combatants was a preferred strategy. This felt...off....to me. 

Melee weapons do shock damage against targets under a certain Armor Class on a miss. I did not like this rule at all, it felt like something out of D&D 4E, especially since it was pretty much a guarantee to make melee weapons much deadlier than expected, at least at low level, and was defying my understanding of what was happening that, in essence, under a certain AC you could never avoid damage in melee. Yes, games like 13th Age do this....but the very core of those games support different basic expectations. SWN is very OSR, and if I were playing White Box and suddenly started dealing auto-damage on a miss I would feel like maybe the shark had just been jumped, y'know?

I did not like how melee weapons are given a very short, non-descriptive list of "primitive/advanced" and light, medium and heavy with damage but vague suggestions as to what that meant. I wanted more depth here, and the game provides that depth in so many other areas that it seemed weird to simply avoid putting any effort into detailed futuristic (and primitive) melee weapons.

The skills felt like their name tags were trying to be too hard to be short and simple despite so many of them feeling like call-backs to Traveller skills. I feel that the game, for what it is, does itself a disservice by having so few skills even as it has just enough specific skills. Lacking multiple "shipboard" skills for example meant that the only person with a "useful on the spaceship" skill was the guy with pilot. Why no gunnery, engineering, sensors or other interesting SF skills? Claiming the "Work" and "Know" skills could cover such elements if desired is both an inadequate fix (for a system which rewards very few skill points to start) and maybe a bit lazy (as any halfway decent skill system, I now realize, deserves more than 1-2 pages to detail).

Now, on the major plus side, like most OSR systems gameplay is fast and I was miraculously able to plow through the entire one-shot in the alloted time, including lots of role-play, encounters, and some combat. This would not likely have happened in Starfinder without some serious effort to speed things along, I admit. However, the pacing would have been the same for Traveller, Savage Worlds and White Star, easily. 

Okay, so my final take: Stars Without Number is perfectly serviceable, and I think it would be fun to play again, but I don't think it's going to scratch all of the itches for me that Traveller, Savage Worlds SF and White Star manage. I can use White Star for gonzo Space Opera Crazy. I can use Traveller for my "starship owner procedurals." I can use Savage Worlds SF for literally any sci fi world I want, just so long as its a universe that likes fast, furious fun. SWN's strength may well be in hardcore scifi sandbox play in the default setting. Unfortunately, I don't have interest in the setting and I don't have time in my schedule to explore the sandbox elements of the game, at least not without losing patience with the rules, that constantly reminded me that I like the way Traveller does it all just a little bit better. 

I'm not done with the Sine Nomine system, though. I am still keen to try out Other Dust, and see if maybe it might not scratch that particular post-apocalyptic itch. The only two games to come close in the last couple of years are a two-part Wasteland GURPS game I ran (which would be better if GURPS had more Wasteland support than a couple anemic supplements), and Precis Intermedia's Earth A.D. 2 which was an interesting (if convoluted) but fairly detailed post-apoc experience that I enjoyed but was still frustrated with after running it. I could see Other Dust being a good choice for the genre....we shall have to see.

So, final verdict:

SWN is not a good replacement for Traveller; it is not simpler, mechanically; just different, in a "homebrew" sort of way. If you like Traveller, this feels like a cruder homage. If you think Traveller is too complex, SWN is as complex as Traveller, just in a different way. If you think Traveller is too simple...then you will also think such of SWN. What I'm trying to say is, it's not a good replacement for Traveller if you don't have any problems with Traveller in the first place, and if you do, SWN doesn't "fix" anything, really. As a contrast with Traveller I give it a B to Traveller's more well conceived mechanical cohesion.

SWN is superior with its tag system, and everyone should check that part out. This part is A+.

SWN lacks the toolkit elements of Savage World SF Companion, or even the free-for-all madness of White Star, so you have to revise and back out a lot of baked-in core assumptions in the game if you want to design your own universe. Indeed, I sort of felt like the core conceits of SWN were more pervasive in its underlying assumptions than normal (by contrast, Traveller's only two core conceits are human dominance and jump drives, and that's it). Oddly, the bonus content of SWN is interesting but expands in weird ways, with transhumanism ideas followed by sorcery and magic options. For this it's a C, but gets a B+ for touching on transhumanism and AI in ways an OSR game usually wouldn't.

If you don't play games all that much, but love tinkering with them and writing up rules stuff (as I often do on this blog) SWN has a lot to offer, though, as most OSR systems do...Good A here.

SWN does provide a solid core package if you are not familiar with Traveller but like the concept of a rules-lite hexbox themed scifi game, and need a system that provides you that core underlying setting to riff from. If you fit this category this game is a good solid A, with the Tag System still A+.


Afterthought: the SWN playtest vs. the Starfinder Playtest

These two games really are different beasts. That said, it was interesting because after finishing Starfinder I was frustrated with elements of the experience, and my efforts to impose my will on the game's implied setting (which is strongly implied, moreso than SWN's setting is), but I still enjoyed it...the experience was very solid. With SWN I found the rules to be rather comfortable (within limits; e.g. my telekinetic in the party was rank 1 but she wanted to throw a guard around...and by the book that was a no-no for some reason but I thought that was stupid so invoked handwavium and made it happen...repeatedly). But from a purely mechanical perspective I really did feel like playing Starfinder was like experiencing a carefully designed machine that was riddled with a ton of testing and input, with subtle but wide-ranging designs that would impact the play experience over time. SWN felt like (what I think it is) the brainchild of one person who is very good at OSR design and made his homebrew baby lovechild of OD&D and Classic Traveller something others could enjoy...but it's not a team design, and it's not built with inherent synergies in mind. SWN is a naked tree waiting for ornaments. Starfinder is the Times Square Xmas Tree, ready to blind you with carefully decorated radiance. 





Friday, February 2, 2018

Savage Space: The Stars Without Number Adaptation Part I - Syndirei Culture Vampires

I'm sufficiently enamored with Stars Without Number Revised that I have decided to adapt my Savage Space setting to the SNW ruleset. I'm going to start this off with the various alien races that have appeared in the Savage Space blogs and then work to equipment, foes and other details from there. In cases where prior formats may have touched on different parts of an overall topic I will combine them in to one master feature.

For those of you not familiar with the Savage Space series, it started as a daily feature a few years back in which I built a Savage Worlds-powered setting by finding inspiring SF imagery and then developing the setting, one piece at a time, through the inspiration derived from the art. I'll try to use the original art that inspired these pieces as I upgrade the setting to SWN.

If you remain familiar with the original, then this might still interest you as I plan to upgrade and expand on each entry as I adapt it to SWN.

First up: The Syndirei Culture Vampires!


Syndirei Culture Vampires in SWN

Syndirei have a homeworld: it's yours. They have a language, too: yours. They love what you love, eat what you eat (and work out metabolic treatments for digesting local cuisine if necessary) and want what you want. All of it.

The original homeworld of the syndirei is lost to time. Their rapid adaptiveness to other cultures, languages and even ways of thought are regarded as eerily effective by xenogentic researchers, who have worked hard to amass data for the Federation records on this race, which has been working its way in along the edges of the galactic expanse for six centuries now. One belief is that the syndirei are actually a form of artificially engineered species designed specifically for such an effective level of cultural adaptability. Another theory, however, is that they are a weapon.

The syndirei don't just assimilate and take over your culture: they take ownership of it, and then they start to corrupt it from within. Some xenoanthropologists believe that the syndirei are actually the last survivors of a much older civilization toward the galactic core, and that they may have been singularly responsible for the destruction of said civilizations, based on an careful analysis of exctint cultures on the many worlds found toward the core. 

The rationalization is this: syndirei are extremely friendly and adaptive, joining a new community in the most placating and friendly way possible, then worming their way in at the lowest levels of society, all while taking on tasks and duties that the native civilization could use cheap labor for. Then, in time, they grow, and expand into every niche above, slowly subsuming the greater percentage of population into their own by sheer numbers, but done in such a manner that only the most carefully engineered cultures will notice the shift over time. It takes generations, but one day the syndirei are in direct control and a majority holder in the local culture. That's when things get....interesting.

Syndirei when left to the own devising (such as the trapped population that was found after two centuries of isolation on Tarterus IV) seem to degenerate into a culture of violent might-makes-right fiends, preying on one another with rapacious intensity. The original researchers on Tarterus IV came to the conclusion that syndirei society on its own was naturally violent and destructive; they need a foreign population as a stabilizer, to help them maintain some sort of social contract; without that foreign society to attach to they degenerate rapidly into the most violent form of barbarism.

The problem arises in those cultures in which the syndirei have been enmeshed, and in which they have grown to become them majority population. There appears to be some sort of breaking point, at which the syndirei scales are tipped and the indigenous alien population is eclipsed so thoroughly that the syndirei now rule supremely. When this happens, social disorder begins to manifest, first in the form of random violence and criminal action, but over a matter of one or maybe two generations it spirals into madness, and the entire syndirei-controlled region collapes into chaos and violence. The xenoachaeologists studying the Coreward Expanse dead worlds think this has happened to multiple planets in the past, and they also suspect that the syndirei know about this problem, because certain prominent researchers have recently been found mysteriously dead after trying to go public with their research.

The current and most widespread advance on syndirei is in the region known as the Hexen Expanse. The cluster of worlds in this area are reaching what is believed to be a tipping point....and some may have gone past it, in terms of syndirei cultural absorption and population. Federation officials observe the region with great concern, wondering if the freeworlds in that area are about to suffer a terminal social collapse thanks to the cultural vampires...behind the scenes, agents of the Aegis Division have already conducted illegal tests on syndirei populations and know exactly what they are capable of.

Physically syndirei are humanoid with dusky gray and greenish skin, curiously weathered features and completely hairless. Syndirei have surprising genetic compatibility with humans and can eat human cuisine without any treatments. 

Syndirei Focus:

Charismatic - Synderei are known for being friendly and affable (when they are not experience cultural/population pressures; see Culture Dependency, below). They gain +1 to their Charisma Modifier.

Origin Skll: Verbally Adaptable - Syndirei are incredibly fluid, persuasive and adaptable speakers, and gain the Talk skill at rank 0.

Innate Ability: Linguist - Syndirei are able to pick up new languages with alarming accuracy, even languages not spoken in a conventional manner. For each week a syndirei studies a new language (through recordings or actual use) it may make an INT check (Diff 8) to indicate that they have become proficient. A syndirei can learn any number of languages, and their neurophysiology is considered marvelous for its ability to assimilate almost any form of language that can be spoken.

Culture Dependency - syndirei psychology depends on other cultures. When a syndirei is by itself for a protracted period it (two weeks or more) it must make a Mental Save once per day, with a -1 cumulative penalty per week of isolation. So long as it succeeds everything is fine; when it fails the first time the syndirei begins to develop psychotic and self-serving personality traits. When it fails a second time it begins to lose cognitive reasoning skills (-2 on all Mental Saves, WIS and INT-based checks and skills). When it fails a third time the syndirei stabilizes and regains its reasoning skills (loses the penalty) but now develops an inimical murderous psychotic personality akin to a manipulative serial killer. In this stage the syndirei gains a +1 to attack and unarmed 1D4 damage against other species and a +1 skill rank to Talk when coercing its own kind. It loses it's Talk skill against other species until it experiences a new culture and "acclimates." It then loses all psychotic bonuses.

Syndirei who have reached the third stage of their metamorphosis will behave accordingly until introduced to a new culture (not the previous culture; they have psychologically discarded that culture from their minds) at which time they can begin making a new Mental Save with a +2 modifier. One success means they immediately acclimate, regain mental control and begin earnest efforts to learn the new culture.

The dependency also triggers when syndirei become the dominat population and cultural influence in a region; the exact trigger is not known, but it appears to be when a syndirei population exceeds 60% of the local indigenous aliens. GMs can inform syndirei PCs that they may be making the dependency checks when this threshold is passed locally as well. Large regional populations always trump local events, so a syndirei on an island with ten humans will still feel the degeneration begin to set in if the worldwide population has passed the threshold.

Syndirei in the Federated Commonwealth have willingly agreed to colonize regions under careful monitoring to insure that they do not exceed specific population thresholds, accepting that they may be periodically forced to migrate to reduce the risk of a population pressure "dependency explosion" leading to cognitive decline, then sociopathic and psychotic behavior. Although drugs and gene treatment exist which can supress these tendencies, most syndirei are repulsed by the idea of submitting to such treatments. Gene therapy has the added complication of causing other more dangerous and debilitating side effects, including cancer and even stranger behaviors. The Medical Treaty Act of the Federated Commonwealth prohibits such gene treatments without consent, anyway.

Most syndirei are not willingly living under controlled conditions in the Core Worlds, however. The vast majority of syndirei groups dwell in regions such as the Hexen Expanse, where they have assimilated into local colonies and more densely populated worlds without much familiarity on the part of the locals as to their nature. Some regions have dangerously large populations of syndirei, and Watchdog groups from the Commonwealth try to identify these colonies and warn them when it appears the syndirei are reaching dangerous population levels. Other, smaller communities are often obliterated before finding out the risk. The syndirei themselves, meanwhile, have developed a sophisticated special organization known as the Cleaners. The syndirei high clans pay in to support this secretive order which supplies the agents used to keep their cultural secret exactly that: a secret. This includes exterminating nosy Commonwealth agents in the outer rim expanses as well as exterminating their own kind in situations that could lead to widespread risk of exposure.

Syndirei Commoner
HD 1; AC 10; ATK +1; DMG by weapon or unarmed 1D2; MOVE 10m; ML 6; Skills +1; Saves 15+
   This represents an average, normal, culturally assimilated syndirei. Usually a syndirei is armed with a personal sidearm or melee weapon for protection.

Syndirei Psychotic
HD 2; AC 10; ATK +2; DMG by weapon (cleaver 1D6+1) or unarmed 1D4; MOVE 10m; ML 8; Skills +1; Saves 14+
   A psychotic syndirei loses Talk as a skill against other species but is at Talk-1 with its own kind. They prefer melee weapons but are still (usually) stable enough to sophisticated weaponry. A cluster of psychotic syndirei are a serious threat!


Syndirei Cleaner Agent
HD 4; AC 16 (combat field uniform); ATK +5; DMG Disintegrator weaponry (see below) or molecular arm blades (1D8+1)
MOVE 12m; ML 10; Skills +2; Saves 11+
Augments: Panspectral Optic Enhancement,  Molecular Arm Blades (1D8+1; Shock 2/AC18)
Special Augment: Viral Breakdown Protocol - bodymass destroyed in 1D6 combat rounds on death or by command
   Syndirei are armed with combat field uniforms that have specially reinforced gauntlets designed to absorb up to 10 points of damage dealt directly to the wearer's hands (see below for why). They use special disintegration weaponry which they favor due to the fact that so little forensic evidence is left behind. A typical syndirei disintegrator works as follows:

Syndirei Disintegrator Pistol (Damage 2D8; Range 25/50; Cost 1,500; Magazine 8; Attr. Dex; ENC 1; TL 4)
   These aren't much larger than laser pistols but are powered by a destabilizing quantum burst which doesn't so much actually disintegrate the target (which would be an immense amount of energy) as cause a massive quantum destabilization effect which scatters the target's atoms across a light year of space. Forensic efforts (Know skill) to identify a victim of this weapon with the right tech are at a minimum difficulty 12. Any target reduced to 0 HP by this weapon is effectively annihilated. If the attacker with this weapon ever rolls a 1, roll a D20 a second time, and on an 11+ the weapon implodes, dealing it's damage to the shooter.

Syndirei Disintegrator Rifle (Damage 2D10; Range 35/70; Cost 2,500; Magazine 8; Attr. Dex; ENC 3; TL 4)
   The rifle is similar to the pistol in effect, but is a bit bulkier and packs a real wallop. It's range is just as short, however, due to the fact that the weapon's quantum "spray" deteriorates rapidly with short distances. It has the same chance to implode on a critical failure as the pistol. 

 Syndirei special forces agents are part of a special group which engages in long-term therapy to improve their resistance to the species-wide capacity for murder in isolation. These agents are part of a group which works to keep their cultural time bomb a secret. Each agent wears a tight body suit under their armor that will initiate a destructive biofeedback explosion on death to disintegrate their remains. Failing that they also hold subdermal viral implants which will reduce their flesh to a pulpy, unidentifiable mass within seconds should they be caught and killed; it can be triggered with a mental command, as well. Despite their similarity to human physiology these implants only affect syndirei.

Cleaner agents don't just go after nosy xenoanthropologists and Federation Agents looking to make their careers on scrutinizing syndirei; they also take out rogue syndirei, or find and exterminate colonies of their own kind where social order has degenerated into chaos and for which there is risk of discovery.

Aegis Division agents have tangled with the cleaner agents on several occasions, and succeeded in keeping one alive long enough to extract a tissue sample for proper identification. Agent Lu Varn still recalls the horror he saw under the dermaskin armor....the syndirei was physically unidentifiable as any specific humanoid species due to the severe nature of the dermagraft with his armor. It was estimated that it would take 2-4 months of careful therapy to remove such a suit and repair the graft damage. Problem is...when you capture a cleaner agent, you only have seconds before their self-destruct protocols kick in.

Cleaner agents regularly hire clueless mercs and criminals from other species to get jobs done for them. Most agents work behind the scenes, though they always take direct action when it comes to corralling "defective" syndirei.

A note About The “Tipping Point:”
Syndirei aren’t prone to going crazy when they have large clustered populations in a region….not until the total population of a given region reaches critical mass, that is. This trends to function at a city-wide level (the largest identifiable “unit” of syndirei society which appears to respond to their psychological imperative for social stimulation/destruction). In cases of high tech worlds where the population is wide and dense, or spread out over a world-wide arcology, it is possible for the syndirei to sustain to the point where their population reaches critical mass at a world-level scale. This can prove disastrous to an entire planet. Researchers from the Academy in conjunction with the Aeon Group believe that the tipping point is extended due to the globalization of communication and travel; that syndirei are biologically wired to become violently hyper-competitive when they reach a dominant population percentage apparently gets “defeated” to a certain degree by mass communication and globalization. Still, it is suspected that there is a certain degree of either pheremonal, radiopathic or telepathic communication between syndirei as the numbers are very precise in determining that the population, when it hits 60%, even globally, causes the entire species to plunge in to psychotic madness at their neighbors.

Syndirei Plots:
1.      A local colony took in a refugee ship of syndirei a few years ago but the population is already reaching critical mass due to the relatively small population of non-syndirei in the area. The PCs are part of an Aegis Group mission which identifies and warns of threats like this, and need to convince the syndirei to depart before disaster strikes (by coercion or force).

2.      Deep in the Hexen Expanse is a remote colony of nonhuman Fadelik who are unaware of the syndirei threat. This is a large, densely habited world and the syndirei have been a local population for close to two centuries now; as the world population reaches critical mass, the threat of a syndirei psychotic episode on a global scale becomes a major threat. Can the PC agents convince the risk-averse fadelik to help deport syndirei populations before the seemingly benign immigrants turn in to rapacious, terrifying predators?

3.      Investigators at a colony which went silent discover a massacre, and stumble across cleaner agents in the middle of a calculated “fix.” A colonial port overrun by psychotic syndirei, cleaner agents, and desperate human survivors must be resolved.

Monday, January 29, 2018

Five RPGs That Maximize Your Time (and yes they are all OSR)


In thinking about the issue of time and RPGs...and how much time it can take to get the most out of your average contemporary game, I realized a few things:

1. I remain obsessed with the idea that my "golden age" of campaigning was when I focused on short 5 month-long 10-12 session campaigns in AD&D 2nd edition during my college years as the "gold standard" of enjoyment, but acknowledge that my ongoing campaigns I ran from roughly 1981-1989 prior to college were really like dozens of these 10-12 session games strung together into a coherent arc.

2. My current Call of Cthulhu game, which is running long-term and indefinitely, proves that the "long term campaign" model is not in and of itself the issue that bugs me.

3. While considering OSR games in this regard I realized that most OSR games, by virtue of their design and focus actually have "respect for your time" built in to their model of play. This happens by focusing on three elements of classic gaming that lend well to this approach: procedurally generated content (i.e. roll to see what happens tables), hexcrawl style exploration (move around a literal map exploring and looking for encounters/adventures), and resource management (you have limited resources that deplete, so you are incentivized to explore and replenish those resources).

Point 3 is the one that got me to thinking about this idea: current RPGs that respect your time as a player and/or GM, and provide you with the tools to enjoy a game for one night --or twenty-- and never feel like the burden of playing or running the game demands too much of you. There are actually several games on the market that fit this bill exactly.

In the interest of promoting games which really do respect your time and provide you with a framework designed with the general experience of enjoyment and a greater "return on fun" in mind, I would propose that the following five games are excellent examples of this:

1. Stars Without Number

Stars Without Number shows up first here because I've been reading so much of it lately. It's designed with simple character generation that nonetheless allows for a wide range of interesting options to "flavor" your PCs and make them feel different. For the GM it provides a working toolbox with lots of premade content, but also provides a solid structure for quickly designing worlds, encounters and plots on the fly. Once you've used the World Tags option, for example, you will never want to play a game that doesn't offer this. Or, you know, just use SWN's system for all your gaming needs, regardless of the game you play!

2. Basic/Expert Dungeons & Dragons

The simple fact is, no one has beaten classic 1981's Basic and Expert D&D on ease of use and applicability. Just in the Basic set alone you can run any dungeon with minimal effort, and you have all you need for delving into D&D's worlds without any fuss or muss. Expert D&D adds wilderness exploration, sailing, and some measure of politics. There's simply nothing you can't do for at least 14 levels of play with these rules that requires overt levels of prep. The mechanical structure of B/X is it's only failing....if you don't like racial classes, that is. Otherwise it's perfect. Hell...for most people hexcrawling was essentially invented by this edition of D&D (it wasn't but for most --like me--this was the first actual exposure to the concept!)

3. Beyond the Wall

It makes sense to include this because Beyond the Wall starts with the core conceits of OD&D and Basic/Expert D&D, reimagines the magic system, then, builds the entire game around the concept of the playbook, in which you get to roll a lifepath history for your character while (and this is key) the GM uses a similar playbook to create the scenario you are about to explore. It's simple genius and hard to not want to see this style of game available in every genre once you've been exposed to it. You can literally run Beyond the Wall with all prep starting at the table at the same time as character generation.

4. Traveller

Okay, Traveller may not be technically OSR in one sense, but the current iteration of the game from Mongoose is actually still adhering to the principles that made Classic Traveller just as accessible and fun....just with more stuff to play with. Traveller, like Stars Without Number, provides procedural rules for generating worlds and systems on the fly, rolling quick patron encounters and generally offering procedural adventures that demand only that the referee make some effort at improv. Personally I like spending lots of time engaging in the "subsector generator" minigame myself so I often prep lots of stuff in advance, but it can be a very interesting experience to just sit down and run Traveller cold. You'll learn a lot about how to think on the fly using the tables in the game as the springpoint.


5. All of the White Box Family of Games

I am cheating here, because by "White Box Family" I am including the actual Swords & Wizardry White Box, the "White Box" version of the same, White Star (for SF), and the many, many other iterations that are inspired by OD&D (Warriors of the Red Planet, for example). Each of these games is built on a minimalist rules system which also encourages procedurally generated sandboxk style gaming content. Each offers enough in the way of setting background, encounter data, and rules on how to work the pieces for even average GMs to pick up and play without much effort. Pretty much any game which provides the proper tools for sandbox gaming can do this....and all White Box/OD&D variants excel at this approach.


Honorable Mention: D&D 5E

D&D 5th edition tries hard to provide the tools to do what these games, above, all do very well. And it works! 5E, when you dig in the DMG, has a lot of useful content for running procedural or hexcrawl style gaming. Now that said, there are things in D&D 5E that may or may not capture the magic of what it is like to run a sandbox old school adventure. I think that the overall experience is simply not as sharp as it could be (but it is damned close) if only because some of the core conceits of all of the above systems (which all involve careful management of depleting resources) is not as prevalent in D&D, which puts too many safety stops on those same resources. The net result is one in which D&D 5E often feels like it hits those marks, while accidentally defeating some of the more interesting elements of the resource management game that makes the old school method so fun. But despite that....it still deserves honorable mention as the first iteration of official D&D in 18 years to try and get back to that feel again.

Thursday, January 25, 2018

The Long Term vs. Short Term Campaign Model in RPGs (or: why board games and card games thrive while RPGs remain a niche within a niche)

Board gamers and card gamers have it so easy: they show up, play a few hours, and when they are done it gets packed up and you don't think about it again --at all-- until you feel like playing again. And if you never feel like playing again? Well there's no great, personal commitment beyond the moment (and the initial cash to buy the game/cards) so hey, no big deal!

RPGs are not like this at all, of course. They demand almost as much time when you are not playing as when you are. To get the most out of an RPG you need to play it, a lot, and you need to spend a lot of time prepping for it, learning its nuances, and then teasing those out of the game, possibly over dozens of games.

I run in to this constant problem as a GM. How to apportion my time to gaming? There's a general feeling, at least partially perpetuated by my own style of gaming, that an RPG campaign needs to be Big and Long and other verbs such as protracted, extended, eternal, etc. RPGs demand a lot of time, and feel like you aren't getting your buck's worth unless you then dedicate much of your free time to them.

This is partially due to the game of choice for most sessions: D&D 5E and it's cohorts (from Pathfinder and Starfinder to pretty much every iteration of D&D, ever*), which tend to encourage long campaigns so you can get from level 1 to level 10, 15, or maybe even 20. These games ask of the player and GM that you stick with the characters for a long time, see them grow, develop, and expand in to the Big Damn Heroes from their roots as wanderlusted nothings. At best there are some variations of D&D such as 13th Age which contort the campaign into a more bite-sized option, with the best iteration being 13th Age's optional "1 level/1 session" campaign model in which you streak through ten levels of play over ten sessions of gaming. It feels rushed and artificial, but it also accomplishes something important: it provides "mechanical closure" as well as plot closure to a storyline in the campaign, by both giving the group ten levels to play through and encouraging the GM to pace the game to last those ten sessions of play.

Recently I hit the level cap in Tom Clancy's The Division, a computer game which lets you level your post-apocalyptic Division Agent through to level 30 in a story campaign, after which you are then unleashed on the world in a level-free environment that ironically is loaded with secondary leveling mechanics for different types of missions as well as your "gear score" which is a bit like the ultimate leveling system since there's always better gear to get. Some other games, such as Guild Wars 2, also do this: provide a structured leveling experience through a story/campaign mode, then at the end it explodes wide open in the so-called "endgame" content. The idea is that the story mode meets the traditional game qualifiers, but the endgame content is where the hardcore come to play, and the publisher and developer of the game tries to monetize the game for the hardcore to keep playing and paying.

In tabletop terms, I think it's interesting that we don't really see any game try to structure itself like this. Leveling up can be a long, drawn out process in many RPGs, and RPGs that look at the subject differently do so not by making the leveling process the "opening act" followed by a post-level-up endgame, but rather the alternatives eschew level mechanics entirely, or better yet focus on tighter, shorter campaign experiences with advancement rules there primarily as a minor extra perk. FATE Core for example is an excellent example of an extreme alternative to classic D&D leveling mechanics. You don't really need to level up at all in FATE, though it does provide rules for advancement, and in fact it seems that a great many FATE gamers are accustomed to short story structures in their gaming: advancement is incidental to the goal, which is a short campaign experience.

I've been running lots of Call of Cthulhu lately, and as a BRP system CoC does have some advancement mechanics (skill gains), but the net effect of skill gains is slow and over time; the real enjoyment comes from the prolonged experience of the campaign scenarios themselves. The fact that I've kept up a coherent campaign in Call of Cthulhu for close to eight months now shocks me, honestly....and it's thankfully because the story itself is so engaging. But this is in some ways the exception to the rule. I do feel that the fact that "mechanical advancement" is so nominal/secondary in CoC actually helps make the long campaign more interesting, because nothing that happens in the campaign feels like it needs to be there to promote artificial level advancement. The thematic core of the game opposes this style of play as relevant to the experience....so as a result, players don't need the feel of "mechanical closure" to appreciate the game itself.

All of this has been a lot of rambling discussion to get to my core problem with this model: I don't actually get to play the games and scenarios I want most of the time, because every time I start something it's essentially designed to accommodate the "long campaign model" of play and the level mechanics of the system usually encourage that it function this way, otherwise it feels like you're not really getting the most out of the system. This is in contrast to, ironically, the other long term campaign I have where leveling is not such an issue but the campaign itself is sufficiently rewarding that everyone is happy with it without the feeling that you're missing out if you don't play for dozens of sessions to level up.

Back in the old days, I designed some of my best campaigns around 10-12 session story arcs designed to run through a single semester when I was in college, with the idea that I never knew if I'd have the same players the following semester. A side effect of this was that most of the AD&D 2E games lasted for maybe 5-6 levels of play (we'd start with a specific level and everyone would level up every other session or so) but the campaign would have a very satisfying conclusion. Characters could continue on a future campaign, absolutely....but that would be a new story arc, lasting 10-12 games, with another satisfying conclusion. And so on and so forth.

These days, I kind of feel like what I need right now is the opportunity to play more games with less dedicated time and effort to get payoff. I'd like to try a campaign of Symbaroum for 3-5 games, just to see how it is. I'd like to run some scenarios for Conan RPG without feeling like I have to commit for six months or more to get it done. I'd like to run another ten-session arc in 13th Age down the road, or take that model and apply it to D&D 5E. Just to see how that feels. I'm kind of doing that in my current D&D game right now...so far everyone has done enough to gain a level per session, but admittedly they all started at level 1 and the first 2-3 levels in D&D go by quickly if you're busy.

The downside of this model is that some of the really interesting emergent gameplay and RP that pops out after very long campaign sessions might not come to pass. But then, the opposite also applies: the sort of intensity and focus a tighter scenario or campaign run with a deliberate aim toward brevity can lead to sessions where players will behave very differently than if they think they're in for the long haul.

I'll wrap my planned 10-game D&D run and see how it goes, then maybe propose some shorter, more focused games later this year. We'll see how (or if) that goes over.....for me, I'm just hoping that I can find that particular beat and rhythm I need to really enjoy the gaming. I'm getting it in spades right now with CoC on Saturday, now if I can only find that extra something to make Wednesday great as well....maybe my instincts at the start of 2018 are right, and I really do need to give D&D a break for a while, focus on other games and/or genres.




*OSR and old school games are different, though. There's a fundamental shift in how an RPG feels when played out over time when you adapt old school sensibilities which actually makes long-term play more comfortable and interesting (and also simultaneously making you feel like you get more out of each session)....but more on that in a future column!

Thursday, January 18, 2018

Stars Without Number Revised - Old Soldiers Never Die (they just get more hit points)

Stars Without Number Revised Edition surprised us all at the very end of 2017 with a release, and I finally snagged the deluxe copy with a print version on the way. If you've ever wondered what a SWN character might look like, or are curious to get a sense of any changes in this version (there are a few of note), here's a sample character I rolled up. I actually devised a level 1 version, but subsequently bumped him to level 6 just to see what that looked like.

Characters all have a series of random stats (there's also an assignment you can distribute if you want), a background which determines base skills, the class, foci which function like variable "non class" traits that flesh out who your character is, and psionic rules if that's a thing you're going for. Optional rules in the back expand character options in to transhumanism, magic/fantasy (Starfinder, cough) and more. Core rules cover cybernetics and alien options, too.

Anyway....here's Vastaad Delaine, professional merc:


Name: Vastaad Delaine
Class: warrior (level 6), human, soldier background         
STR 14  (+1); DEX  14  (+1); CON 10; INT 11; WIS  8; CHA 9                             

Hit Points:     35      Base Attack Bonus:    +5      Armor Class:  18 (due to ironhide enhancement)
Saving Throws- Physical Save: 9        Mental Save: 10     Evasion Save: 9             

Skills:                                                   
Combat (punch) – 1
Exert – 1
Combat (shoot) – 3
Survive – 1
Notice – 1
Pilot – 0

Class Abilities:
Warrior Luck (once/scene may either auto hit or receive an auto miss)
free combat focus level (put in to gunslinger)
+2 HP/level

Focus:
Gunslinger – 2 (gain shoot skill; add level to damage; quick draw and reload as on turn action; miss on shoot deals 1D4 dmg)
Ironhide – 1 (natural AC 15+1/2 level round up due to augmentation)
Starfarer – 0 (gain pilot skill; auto success on spike drill checks of Diff 10 or less)

Equipment:
Combat rifle +6 to hit; 1D12+3 damage (hit) or 1D4 damage (miss)
Vacc Suit
Knife +5 to hit; 1D4+1 damage
80 rounds of ammo
Backpack (TL0)
Compad
500 credits


NOTES:

This character is basically a level 1 PC elevated to the status of a level 6 PC, but I didn't bother to modify equipment or anything to reflect that. Soldiers in SWN are pretty efficient. He has his slightly above average HP for a soldier (they get a +2 bonus per level as a class feature), and as a soldier with his combat rifle he can dish out 1D12+3 damage thanks to being able to add his Shooting skill to level (thanks Gunslinger Focus!) He needs a vacc suit to survive harsh environments, but his Ironhide focus effectively means he has some sort of nanoweave armor laced into his own skin...he's shirtless with an AC of 18 and it will continue to grow over time. 

The die mechanic for basic resolution in SWN is to roll 2D6, add skill level and attribute level (if any) and beat a target number of 8, or higher for excessively difficult tasks. This is essentially the same mechanic as Traveller, but with some simpler approaches.  Skills in the new edition of SWN got a bit of a revision, and the rules later discuss ways you can reintroduce the old skill system, or adapt to this one. Skills in SWN for those new to the system are fairly simple...there's one page on the available skills, of which there are 19 base skills and 6 psionic skills. 

Rolling a SWN character once you're used to it takes minutes. Maybe 10-15 minutes, tops, if you're thinking hard about your choices. There is also a "quick and dirty" generation method that must be even faster if it's the quick method!

I'll be writing more about this book as the days roll along. It may be my cure for how to break the bizarre spell Starfinder has held over me, at last. 

Friday, December 29, 2017

Stars Without Number Revised is Here


I just spotted this: Stars Without Number Revised Edition is in the wild. You can get the free download here, and then go over here to buy a copy. No doubt Kickstarter backers have already been notified.

I'll be perfectly honest with you, this is one of the best "inspired by" retroclones on the market, possibly the best. It's an elaborate, deep science fiction RPG, and the revised edition is something I've been waiting very patiently for. I couldn't back the Kickstarter (purely for financial reasons; Kevin Crawford is 100% reliable and guaranteed to produce fantastic works) but I knew he'd have this out on time...or early!

Anyway, check it out....for the low price of free you can see what an amazing product this revised edition is. I'm going to have to save up for the premium hard cover edition!


Monday, January 20, 2014

Sine Nomine - Happy Birthday to Me

My birthday's not actually until February 2nd, but I decided to put the order in anyway. In a fit of glorious excess I have ordered the majority of Sine Nomine books in print, including Spears of the Dawn, Stars Without Number (a second copy), Other Dust, Red Tide, Polychrome, Darkness Visible and Relics Lost. If I didn't order more it was simply because I overlooked something. Actually there appear to be three other print books I overlooked, will have to add them next time.

Honestly, if I had to point to three "major movers and shakers" in the OSR community who are identified by their quality, consistency and universal appeal, it would be Goblinoid Games, Frog God, and of course Sine Nomine. Sine Nomine especially since the whole ethos is that the core conceit of old school gaming can exist and thrive across a diversity of genres and settings. The only reason Frog God doesn't get more of my money is because their books are damned expensive. And huge....I've found that I am much likelier to read a 200 page book than a 500+ page book, Pathfinder core excepted.

I've been toying with the idea of some SF gaming this year, but it's very likely GURPS and Traveller will lose out to Stars Without Number. Either way, expect some detailed reviews of all these books soon!

Love this cover, BTW: