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21.12.15

Running a "Reese's Campaign"

While some people prefer to play game systems specifically tailored to their favorite SciFi universes (Star Wars, Firefly/Serenity/Star Trek/etc all have branded games, for example), many others, like me, tend to mix things up a bit. The result is what TotS contributor Christine Mayfeld calls the "Reese's Campaign".


So, say you run an ongoing Star Wars game, using whichever rule system suits you. Things are going fine, when when of the players show up after a binge-watching of the Firefly TV series. She loves the idea of playing a bunch of smugglers transporting a fugitive like River Tam. The rest of the players want to keep the Star Wars game going, so do you ignore her request or upset the others by taking time off to run a game of the Serenity rpg? What if there was a third option?

Captain Mal Reynolds is a smuggler, right? Star Wars has those. Lawrence Dobson, Jubal Early and the nameless operative from the Serenity movie are bounty hunters? Star Wars has those. Serenity is a well loved but kind of beat up light cargo ship. So is the Millenium Falcon. Alliance, meet Empire. Browncoats? How about Rebels? Serenity has psychics with uncanny combat prowess. Jedi and Sith, anyone?

So what if the Star Wars PCs, 'freelance traders' with a Reynolds or Solo willingness to ignore the law and do whatever they have to to make a buck, pick up a strange new passenger who recently escaped her Sith master, who recruited her through lies and false promises after discovering her potential skill with the Force. This "River" is still a young padawan, not fully in control of her abilities, like proto-operative River in Firefly. The Empire wants her back, but has to keep it on the downlow to keep up the illusion that the Jedi and Sith are just folktales from an old religion. Almost every scenario involving River could be played out in the Star Wars universe with these tweaks.


"Captain, get a load of this frikkin' guy"


Obviously, some SciFi sungenres and brands would be harder to mix than the example above. William Gibson's dark, gritty cyberpunk tales are a little out of place in a Star Trek universe future earth setting, and the almost Groundhog Day futility of time travel of 12 Monkeys (the movie at least, I'm not really familiar with the TV spinoff series.) doesn't really jive with the Terminator 'verse, where time travel has predictably happier endings, at least until the next sequel.

On the other hand, Aliens style xenomorph bughunts would work great in a Starship Troopers game. Zombies, Resident Evil or I am Legend style (meaning, they're a chemical, biological or other "sciency" accident, not magical undead) could be added to the mix to create a really bizarre but fun twist on War of the Worlds, where the humans the aliens round up aren't outright killed, but comeback later as mindless cannibals.

I'll go into more detail on mixing ideas from various SciFi in the near future, specifically relating to how I use the somewhat generic setting of the Traveller RPG to host any manner of near to far future SciFi. That was, after all, the original intent of that game; to be a catch all for playing any SciFi game you could dream up. The allure of selling sourcebooks inevitably leads most games, Traveller included, to produce a default setting for game play, but Traveller, intentionally or not, left things open and adaptable enough to easily plug all kinds of stuff in without destroying the setting.

For now though, what's your take on mixing settings? Are you a "Reese's" GM, or do you prefer your chocolate bars separate from your peanut butter sandwiches? Let me know in the comments, and tell us about your experiences with mixing stuff together.

19.12.15

Weblinks for the XWing Miniatures Game

Along with being the current licensee for a Star Wars RPG, Fantasy Flight Games (FFG) is the producer of the excellent Xwing starship miniatures collectible game. If you're into one ship per player or small squadron skirmish gaming, or have the resources to build giant fleets, the game scales quite well, and even if you're not into wargaming at all and just want some awesome knick knacks for your desk or bookshelf, you owe it to yourself to check out XWing Minis. Along with their other Star Wars licensed games, you can quickly build a relatively affordable collection of nicely detailed models, pre-painted and ready to use.

Want to learn more or get started? Here's a few links.

FFG's X-Wing Miniatures Game hompage
https://www.fantasyflightgames.com/en/products/x-wing/

This is the main page for the game at FFG's  website. You can learn about the game, access the fan community and order the products. For about $40 USD you can pick up a starter set, including a brand new one themed for the Force Awakens movie, as well as a number of expansion sets and accessories.

FFG's other Star Wars licensed games
https://www.fantasyflightgames.com/en/products/#/universe/star-wars
As I mentioned, FFG produces a variety of other Star Wars products; RPGs, card games, and board games, some of which include more miniature ships. You'll also find the Star Wars: Imperial Assault game, a miniatures game dealing with single characters; heroes, villains, aliens, stormtroopers. etc.

FFG's Star Wars Dice app
https://www.fantasyflightgames.com/en/products/star-wars-dice-app/

You call yourself a gamer but don't have a gaming dice app for your IOS or Android device? You can download the official FFG Star Wars themed app from your app store of choice. With generic support for any game and custom features supporting their Star Wars themed products, complete with nice graphics and sound effects, it's a pretty sweet app for any SciFi gamer.



You know the deal, clicky to make biggie.

Once you have your squadron assembled (Red 5, standing by!) or if you want to learn more before diving in with your wallet open, you may want to check out these recommended fan supported sites.

XWing Miniatures Game Community
http://www.xwingminiaturesgame.com/

A great place for getting the latest news and rumors about the game as well as interacting with other fans. It's a blog style site, with frequent updates.

Star Wars X-Wing Miniatures Game page on Facebook
http://www.starwars.com/news/category/fans-and-community 
Nice collection of regularly update news and rumors about the game, right in your Facebook feed.


X-Wing Miniatures Mods and Repaints
https://www.facebook.com/groups/1536099843345877/
Speaking of Facebook, I highly recommend joining this group. It's all about kitbashing and custom repainting of XWing Minis and other Star Wars miniature ships. There are some insanely creative folks here! 

Star Wars Miniatures Swap and Sell
https://www.facebook.com/groups/StarWarsXwingSwapandSell/?fref=nf

One last Facebook group worth mentioning. If you're looking for deals or trying to find a rare or custom piece, this is the place to start.

Keep in mind that there are older, out of production Star Wars themed miniatures games out there too.

Star Wars Miniatures was an RPG-style skirmish game by Wizards of the Coast featuring miniature 34mm scale models of characters and vehicles from across the Star Wars saga. It was published between 2004 and 2010.

Star Wars Miniatures Battles was a tabletop miniature wargame system produced by West End Games from 1991 to 1996. WEG is now defunct and some of this stuff is pretty hard to find anymore, having wound up in the hands of collectors.

(Classic Traveller) Setting Background Material - The Solomani Hypothesis and Terran "racism"

Another reposted guest post I wrote for Christine Mayfeld's Transstar News Network blog. I'm copying it over here with her permission.

The Solomani Mind: The Solomani Hypothesis and Terran Human Supremacy

"It's now undisputed scientific fact accepted by all the starfaring sophonts of known space, except the Aslan(1), that humaniti and derived humanoids trace their genetic ancestry to Terra! We are the untouched and purest strain of human blood! Pay no mind to the insolents of tainted lines who claim that our late entry into interstellar affairs makes us somehow inferior to them, that logic is nonsense. We needed no mythical ancestors of the Chirpers(2) to hold our hands throughout our technological progress, we achieved alone what the rest of our scattered cousins did only with mentors aiding them down the path to the stars!"

 - Andrea Solomon(3), TNN Commentator, 184-5634 (1114 IC)

Notes:
(1) One of the Solomani scientists involved in the haut-Devroe expedition of 588 IC, a genetic anthropologist named Viktoriya Beagle, came to much more controversial and, many of her peers and scientists since then say, biased, conclusions than the rest of the researchers present for the expedition. Most of Dr. Beagle's theories and conclusions were disputed or disregarded outright, and were not published among the official findings of the h-D team. Nevertheless, many Solomani loyalists, including more than a few high ranking Party directors, accept Dr. Beagle's body of work as fact.

One of Dr. Beagle's most disputed claims was that the Fteirle, or Aslan, as most humans refer to them, are not a naturally indigenous sophont race. Beagle claimed that genetic analysis of the Fteirle and samples from other animal species found on Kusyu obviously revealed that the DNA of that world's prehistoric life forms had been modified with DNA samples native to Terra. Using methods similar to those used to uplift Terra canines to become the Vargr, Dr. Beagle claimed that the Ancients had uplifted Kusyuni proto-felines to become the Fteirle.

This theory is rejected by Imperial, Fteirle and Hiver scientists, and even questioned (at least publically) by most Solomani researchers. Futhermore, confronting most Fteirle with the "Beagle Conjecture" is a rather egregious insult. Solomani loyalists who accept Dr. Beagle's ideas argue that the fact that the Fteirle declined to participate in the haut-Devroe expedition, and even forbade biological and genetic study of their homeworld's life forms by the members of the h-D team is evidence that the Aslan have something to hide, and insist that until the Fteirle allow an "objective" scientific survey of Kusyu's plant and animal life, Dr. Beagle's theory is within the margin of acceptable scientific error.

It is worth pointing out that although Dr. Viktoriya Beagle is something of a heroine to Solomani extremists (racists, to be blunt), she herself was decidedly not a racist or advocate of innate Solomani superiority. As a matter of fact, late in Beagle's career, decades after the haut-Devroe expedition, she was dismissed from her tenured professorship at the University of Luna after the sordid details of the nature of her relationship with her long time associate and confidant Kfouzarra, a female Vargr long in the employ of Dr. Beagle's research department came to the public attention.

(2) Rooted in a long history of superstitions and urban myths dating back to the infancy of Terra's space age, the Solomani as a whole have a deep distrust and dislike of the Droyne. This, coupled with the condescending attitude toward the Ancients and the races they meddled with, which is demonstrated clearly in Miss Solomon's rant above, leads most Solomani loyalists to refer to Droyne as Chirpers, the common name used for the Droyne's degenerate non-spacefaring cousins.

(3) Miss Andrea Solomon is a well known celebrity new analyst and commentator all around the Confederation, appearing as the host of a popular holovid program called Terra Talk. Imperials and less sympathetic Solomani view Terra Talk, and its host as angry, overly patriotic drivel, but the program is wildly popular and anticipated among many, many Solomani in the post Rim War years. Andrea is a blatant, raging Solomani racist and anti-Imperialist, akin to the most annoying fringe extremist "journalists" of modern day Earth. (Insert your wacko talking head/blogger of choice here)

Miss Solomon lives and works from the TNN headquarters on Mars (Terra, Sol), and it is a little known secret that she is also the eldest daughter of one of that world's top SolSec operatives, making her a dangerous person to threaten or harm. Andrea herself is somewhat unaware of the exact nature and stature of her father's position, and is surprisingly unlikely to his him as a threat against those she dislikes.

Andrea Solomon (Andrea Fabiani) 5749BA
Solomani Female, Age 44
7th Term Solomani Party, Cr 200,000 (plus liberal access to TNN assets related to her work)
Administration 3, Bribery 2, Leader 2, Liaison 3, Streetwise 1

Miss Solomon is also a typical example of TNN's Terran Humanity bias and focus. All of the major, Confederation-wide reporters, anchors, analysts and hosts on the TNN holovid programs and XBoat delivered "email" reports use surname pseudonyms derived from the word Solomani; Solomon, Solo, Solomonson. The one exception is the Arrghoun language Vargr holovid anchor "Mr. Agzee", a pseudonym used by a succession of Solomani sympathizing Vargr celebrities and based on a rather crude Anglicization of the Arrghoun term Agedzllaergh, "he who returned home". The Vargr of the Confederation are uncommon, but not unknown, and the current Mr. Agzee is always wildly popular among them, as well as among younger Sol humans who are fluent in the Arrghoun language.


One last note: Dr. Beagle's name is just a silly homage/joke re: Charles Darwin, referencing the sailing ship upon which he formulated most of his evolutionary theories.

(Classic Traveller) Setting Background Material - Solomani political activism

Another reposted guest post I wrote for Christine Mayfeld's Transstar News Network blog. I'm copying it over here along with her additions via the comments on her blog, with her permission.

The Solomani Mind: Grassroots political activism in the Solomani Confederacy

Although overall and long term governance of the Solomani Confederation rests solely in the hands of the highest Directors of the Solomani Party, who are usually kept divided equally between Home and Terra, with a third portion spread around various other Confederation worlds to prevent a possible mass assassination of the Party's leadership, matters of little importance to the Confederation as a whole, and day to day administration of individual worlds and settlements is left to the corporate interests that actually own those locales.  Some of these corporations handle all such affairs internally, effectively ruling the citizens of their settlement with strict yet generally fair and tolerable policies dictated by the administrators of that organization.

Other, more progressive Corporations and local Party Directors have found it both more economically advantageous and beneficial to the morale of the citizenry to preserve (or at least pretend to preserve) the ancient political systems of Terra, giving the people a chance to elect representatives to convene on their behalf to direct the policies of their settlement, as well as to petition the Party Directorate on various matters. This arrangement has led to the creation of myriad political causes and "parties (lower case P)" around the Confederation. Most of these factions come and go within a year or two as their members awaken to the futility of trying to change a nearly 5000 year old society, and many others evolve and adapt to changing political memes, but only a rare and select few, such as the Preservation party, headquartered on Luna (Terra, Sol) have the actual numbers and clout to genuinely influence Party policies. More than a few parties also exist only as public relations operations of local or rival corporate organizations, seeking to influence the morale of the citizenry.

A few sample parties are provided here, but use your imagination and consider how irrelevant and whimsical some fringe real world political causes may seem to those not affiliated with them.


A few sample minor Solomani "Political Parties"

The Labor party:
The Labor party is the oldest continuously operating socio-political faction in Solomani space, tracing its roots directly to the Lunar Labor party on Luna in Sol system's pre-jump drive colonial era.

The Labor party exists to improve the plight of the common working folk of the Confederation, constantly petitioning local administrators and directors, as well as Party leadership itself in hopes of obtaining higher wages, safer working conditions and other matters of importance to the average citizens.

Most Laborers and leaders are down to earth, hard working and well meaning folk who, despite wildly variant views on larger social and political issues, band together for their basic day to day interests, though corrupt and opportunistic charlatans seeking only to elevate themselves as liaisons with the corporate and governmental interests on their world or colony are not unknown.

Other parties, common citizens (even those not actually affiliated with the Labor party) and many low level Party government officials are sympathetic to and friendly with the Labor party, at least grudgingly agreeing that the working man sometimes suffers to promote the welfare and productivity of the Confederation. It is usually only the administrators and low to mid level management of corporate organizations that actively dislike and oppose Labor party members and leaders.

The Social party:
Generally dismissed as idealistic, irrelevant and out of touch with economic reality by almost all corporate and Party government officials, the Social party is simply the current incarnation of a fairly constant yet ever changing theme in Solomani politics; the idea that the government and corporate masters should provide all basic needs and luxuries to their citizens.

Social party causes are usually focused on attempts to obtain cheaper (or, ideally, free) air, water, food and medicine for the citizens of whatever world or colony the party cell is active on. Less often, such luxuries as improved holovid network access, cheaper or faster transportation networks and other frivolities are the subject of the party's activism.

Most Socialites are well meaning and harmless, generally wide eyed youths driven by grandiose dreams but inexperienced in the realities of life in 57th century Solomani space. Although most corporate and Party officials find the Social party annoying, there is rarely any real ill will toward them and it is highly uncommon for party members or leaders to have any noteworthy enemies.

The Preservation party:
Almost as old as the Labor party, the Preservation party was founded almost immediately upon public awareness of the discovery of the Vilani on Barnard's Star in 2097 (Terran). Isolationists and social conservatives within the nations of the UNSCA feared that the introduction of alien influences to Terran culture would endanger the traditions and legacies of the people of Terra.

The Preservationists existed as a moderately influential force throughout the Rule of Man, when Solomani culture was on the rise and exerting its own influence on the other sophonts of known space, as well as through the Long Night, when limited to nonexistent contact with outsiders made threats to Solomani culture a less critically important matter, and it was not until the formulation of the Solomani Hypothesis and its confirmation by the members of the haut-Devroe expedition that the Preservation party blossomed into its current and ongoing prominence.

The Preservation party is directly responsible for the formation of the Solomani Movement and the themes of racial, historical and political patriotism common in the Confederacy. The Preservationists are closely allied with, though formally independent of the Party government, and often occupy low level administrative positions in local corporate or government bodies, granting them a fair amount of local clout as well as access to contacts through the Party government.

The Repatriation party:
An offshoot of the Preservationists, and one of the Confederation's newest socio-political factions, the Repatriates advance the cause of welcoming home the far flung kindred of the Solomani people, to include all races transplanted or manipulated by the Ancients from Terra to their current home worlds, with the exception of the Aslan/Fteirle, for reasons discussed previously in the "Solomani Hypothesis and Terran Human Supremacy" article on this blog, provided that those individual beings cast off their "alien" culture and adopt the lifestyle and values of the Solomani.

Obviously, the Repatriate agenda is quite controversial in much of the Confederacy, especially among elder Solomani humans. Old, deeply ingrained suspicions and prejudices are difficult to cast off, though the general peaceful success of the Repatriate party so far is having a slow but soothing affect on relations.

Christine added the following:

 I want to emphasize the undertone of Rich's second paragraph, summed up with the statement "preserve (or at least pretend to preserve) the ancient political systems of Terra".

Despite the similar naming convention, the Solomani Confederation has little or nothing in common with Star Trek's United Federation of Planets. The vast majority of Sol. citizens are in reality nothing more than living property of the corporations who control their home world or colony. The Solomani Party operates behind a carefully crafted facade of Terran patriotism, manifest destiny and traditional republican (in terms of the illusion of a governmental republic with a representative government, not the early 21st century political agenda) democracy, but in truth, Party directors are either hereditary successors to a position their family purchased (with money and/or loyalty) ages ago, or carefully controlled and monitored puppets for the powerful corporations, both Confederate and Imperial, with interests in the Confederacy.

Only the off the beaten path world of Tlaloc (Kukulcan, Solomani Rim, 2631), an agricultural center exclusively adminstered by the SolAg Corporation, operates as a true representative democracy. On that world, natives of the planet (80% Sol human, 15% Vargr, 5% other) who enter employment with the company are granted status as shareholders after one term (4 standard years) of work. Once a person attains shareholder status, they not only begin to scale their income based on corporate performance, they are entitled to vote in any of the nearly weekly polls that help the company management run SolAg and administer all aspects of life on Tlaloc. SolAg's Party operative, stationed on Terra since the end of Imperial occupation 3 years ago, is a stalwart supporter of the Labor party and a vocal critic of the less people-friendly Party directors. SolAg's rapidly growing influence in the food trade within the Confederation and beyond, including regular acquisition of smaller rivals, prevents other interests in the Party from retaliating against SolAg's critiques, for now at least.

The rest of the Confederacy looks more like a hybrid of the Star Wars Empire, where the illusion of a functional senate is kept to hide the tyranny of a corrupt Emperor and his cronies, and the Alliance from the Firefly-Serenity universe, where high tech, wealthy corporations run almost every aspect of people's lives, while distracting them with high tech shinies and sometimes unsubtle social engineering.

Sort of like Neo and friends in the Matrix, once a Solomani citizen wakes up to the harsh realities of life, they often become bitter and resentful, and if possible, sign on with the next free trader that comes along and hope for a better, freer, life.


This article is based on material from "Luna: A Traveller's Guide" 
by Marc W. Miller, from Dragon Magazine Issue 87 (1984, TSR, Inc.)

(Classic Traveller) House Rules - Experience & Character Improvement

This was originally a guest post I wrote for Christine Mayfeld's Transstar News Network blog. I'm copying it over here along with her additions via the comments on her blog, with her permission.

Classic Traveller Character Experience 
& Improvement Revisited
For many players, especially those who came to the hobby after the golden age of the late 70s to early 80s, the biggest "flaw" in CT's design is the lack of a proper experience system for character advancement and improvement. "I have to take 4 years of game time off and then I get to make a die roll check to see if the training stuck? -F- that!!!" Although the CT arrangement didn't bother me back in the early days, even I now tend to agree that there needs to be an easier way to improve the characters through play without allowing them to build latter day D&D style supercharacters.

I reviewed the various incarnations of the improvement rules in Traveller's editions (except GURPS and T20, which operate within the paradigms of their base systems) and was generally sad to see that the status quo from CT is basically maintained, with even more complexity added here and there. While I don't begrudge the designers and their probably quest for "realism" in the game mechanics, I wasn't totally satisfied with any of the "canon" systems, although, TNE's system came close, and seems the most workable and satisfying to the player who wants to see somewhat regular improvement in their character. Based on that, I present the custom experience and improvement rules I've been using for a while now, based loosely on the TNE system.

Alternate CT Experience & Improvement Rules

Earning Experience
At the conclusion of each episode of the campaign(1), the referee will award each PC a couple of Experience Points (XP), based on the following:

  • Survival of the episode: 1xp
  • Player went above and beyond to enhance the fun of the episode for the group: 1xp
  • PC made a major self sacrifice to aid the team or another PC: 1xp
    Peer MVP award (the players, not the referee, mark a secret ballot voting for their pick for the most valuable PC for the episode. They cannot vote for themselves unless they have a solid, exceptional reason.) 1xp
With the referee's approval(2), XP may then be spent to improve a character's attributes or skills. There are a couple steps to this process:

Acquiring New Skills
If a character wishes to add a new skill to his talents, he must spend 3xp and succeed at a 2d throw of 8+ (DM+1 if EDU 8+, DM+2 if EDU 12+). If the throw fails, the xp are not lost unless the unmodified throw of the dice resulted in a total of 2 (in other words, two 1s, "snake eyes", whatever your group calls a "fumble".), in which case 1xp is permanently lost. In either case, a failed throw to acquire a new skill results in that skill being unavailable to that character for 6 months of game time

A success on the acquisition throw means that the desired skill is added to the character at a level of (Skill-1). In addition, a natural, unmodified roll of 12 (two 6s, a "critical" success) on the acquisition check signifies that the new skill came naturally to the character and only cost him 2xp instead of 3.

The Inspiration DM rules, below, apply to new skill attempts.

Improving An Existing Skill
Most characters will not be satisfied long with skills of level 1, and will want to improve their ratings once they have the XP to do so. The method is similar to that for gaining a new skill. The xp cost for raising a skill one level is equal to the target level (Princess Vespa wants to raise her Vacc Suit-2 to Vacc Suit-3, this improvement would cost her 3XP). Then, as with gaining a new skill, the player must succeed at a 2d throw of 8+ (DM+1 if EDU 8+, DM+2 if EDU 12+). If the throw fails, the xp are not lost, but a failed throw to improve a skill results in that skill being closed to improvement for 6 months of game time.

A success on the acquisition throw means that the desired skill is added to the character at a level of (Skill-1).

The Inspiration DM rules, below, apply to new skill attempts.
Skill Inspiration
It is very likely that a character will want a skill that someone else, PC or NPC, has used recently and proven to be useful. It is therefore logical to assume that a character who has studied under another person, or even simply observed that person's regular performance of a skill will have a slightly easier time learning that skill himself.

Any time a character decides to forgo his actions for the duration of another character's performance of skill, doing nothing but observing, taking notes, memorizing, etc, he may make a 2d throw against 6+ to gain an Inspiration point in that skill. The observer receives a DM of +2 to that roll if his mentor is taking the time to actually demonstrate and teach the skill, which doubles the time it takes to perform the skill task.

A character may accumulate up to 4 Inspiration points for any given skill at a time, and these points may be applied 1 for 1 as positive DMs to the throw to acquire or improve a skill.

Inspiration points may also be awarded upon completion of a formal training class, self study holo-vid or computer program, or other means of education, at the referee's discretion in terms of cost, time required and Inspiration points gained, but the 4 point total still applies.

Improving A Character Attribute
Although costly in terms of xp, this process is fairly simple.

The xp cost is the attribute's target score multiplied by 1.5 (rounded UP)
(Our friend Princess Vespa wishes to improve her DEX score from 8 to 9. This costs 9 + 4.5=13.5 rounded up to 14xp).

The character must then make a 2d throw against the attribute's target score. Success means the xp are spent and the attribute is raised to the target score. Failure means the xp are not spent, but the character must wait 1 year of game time before attempting to raise that score again.

Inspiration points, in the form of tutoring, physical coaching, etc, apply, using the same guidelines as for skills, about.
XP do not need to be spent immediately, and the character will in fact often have to save up for a few episodes to afford the improvement he wishes to purchase.

Notes:
(1) For our games, one episode is usually the completion of one 4 to 6 hour game session. A shorter or uneventful session may be rolled into the next session to count as an episode, and conversely, an exceptionally long, grueling or action packed session might count as 2 episodes. The individual referee is responsible for deciding how often XP are awarded.
(2)Most of the time, we just apply the time honored concept of handwavium and allow the player to, if they wish, purchase the improvements they desire right when they get enough XP to do so, assuming that their character has been training, studying, observing a mentor's actions, etc and is ready to gain the benefits of a new or improved skill or attribute as soon as they can afford it. In exceptional cases (learning a rather difficult skill, for example) or for referee's wishing for a little more realistic improvements, the character may be required to return to a proper resting place, or library, or gymnasium, whatever in order to practice for a short time before applying their newly purchased improvements. I do not recommend further monetary costs to the character beyond those mentioned in the Inspiration points section, and we prefer to keep any training "downtime" to a few weeks at most (maybe a throw of 1d to decide how many weeks of study or training is needed?)

Christine added the following:

I just wanted to add that under our system, there is one more thing you can do with an earned XP, though in the long term, it's kind of foolish unless it's a life or death situation.

Tempting Fate:

Once per game session, a PC with saved XP may spend one point to add a one die booster to any failed roll.
For example, First Mate Piggy needs to make a mechanical skill check to quickly (and temporarily) repair gunfire damage to the ships life support system after an attempted hijacking that got out of control in the engine rooms. If she fails, the crew is doomed, so she rolls against the referee's stated target of 9, and gets a total of 7. She decides to tempt fate and rolls one additional d6 to boost her chance of success and gets a 3. 7+3 gives her 10, enough to make the required difficulty of the task, and manages to patch things together enough to quickly head for a starport to get real repairs.

Tempting fate can also be used to lessen damage rolled against a PC, again rolling 1d, but this time subtracting the result from the enemies damage roll. In this case, but not the former, tempting fate can be used on another PCs (or ally or otherwise important non-hostile NPCs) behalf. First Mate Piggie can either roll to lower damage rolled against her, or she can attempt to save Capn. Hogthrob by rolling to reduce damage rolled against him. At the referee's discretion, the successful sacrifice of an XP to aid another character can qualify as "self sacrifice to aid the team or another PC" and earn the PC another XP at the end of the episode, but I'd be careful to make sure the player's dont abuse it. The attempt to save another PC must be genuine and self sacrificing, not just an attempt to milk the XP system knowing you'll get that XP point restored at session's end.

Death - The Final Frontier (Character death in RPGs)

"Violence, naked force, has settled more issues in history than has any other factor."
- Robert Heinlein, Starship Troopers (1959)

I often turn to the craft of writing for inspiration for my RPG gaming, and recently stumbled on a nice YouTube video blog by one Jenna Moreci. Though Miss (Mrs?) Moreci doesn't assign her videos a clever series title, they're focused on all manner of tips for the aspiring writer. This one caught my attention:



I'm approaching the issue from a Game Master's point of view. It's a good idea to discuss the matter with your player group though, to avoid unfulfilled expectations.

Now, right from the start, some of her points don't apply to RPG gaming. Pointless characters, for one. While she's correct in saying that most of the time in a novel or short story, we the readers do not need to read about every Tom, Dick and Harry in the setting, in an RPG, we have non-player characters (NPCs), the bystanders, incidental contacts and out of the spotlight players in the game setting.


Most of these hapless souls will get a name and one or two sentence description in your game prep, at best. To create a believable world stage for the adventurers to interact with though, these folk are just as important as the heroes and developed villains. The Mos Eisley Cantina needs a bartender, band, random other patrons and maybe an alien waitress or two to be a functional bar, not just Han, Greedo and the poor brute Obi Wan 'disarms' (heh).

Greedo and the now one armed random alien are what I'm getting to. In an RPG, we do need random, pointless bystanders, and sometimes they will die! Rather than treat the event as meaningless though, a clever GM can weave the events into the ongoing plot. If Obi Wan had lived to return to Mos Eisley, he might face arrest for murder (if not for suspicion of being a Jedi, given Order 66). Han Solo could look forward to another arrest warrant for the killing of Greedo. Remember that player character actions will have consequences. Even in a setting with little or no law presence, a slain person's family or friends might seek revenge for the killing. PCs that regularly kill innocent bystanders will get a nasty reputation and either be avoided, or sought out by some local tough guy wanting to prove something.

Anyway, the point is that although the death of a "meaningless" NPC may have little or no impact on the main campaign story, it can, and should, have an impact on the immediate scene, or on future side trek scenes.

So now that we covered NPC death, what about actually killing a PC? The attitude of gamers on the matter has changed drastically over the years. In the early days of the hobby, character death was expected, often! The adventure scenarios were lethal and unforgiving, and having a couple backup PCs on standby was commonplace. Over time, especially with the advent of video games and the concept of save points and respawning, many players have come to resent PC death, feeling discouraged at having to start all over again with a new PC. Some players also grow attached to their PCs, and take it personally when that alter-ego dies (to be fair, some GMs get over attached to their major NPCs as well, and will cheat the system to keep them alive and recurring. FOUR words, folks, "DO NOT DO IT!" The entire point of the game is for the PC heroes to defeat the villain, eventually. Even NPC friendlies might get caught in a crossfire or something and perish, replace them with a new NPC and move on. You destroy the integrity of your setting when certain folks are bulletproof.). I'm going to briefly discuss the three major approaches to PC death among GMs, and I suggest reading them over, then discussing the ideas with your players, to see which works best for both your campaign story and their goals in playing the game. So here we go, the three major approaches to PC death, in no particular order:


We're bulletproof!

In the heroic fantasy, super hero and space opera genres, good guys rarely die. Consider the Star Trek films, the only major protagonist character to truly die in one of the movies was Kirk, and even that was a heroic sacrifice to save the others. Sure, Spock died in Wrath of Khan, but he was brought back in the next movie, and Kirk's death in Into Darkness lasts less than a half hour of screen time. Neither of those count as character deaths. Likewise, in the first six Star Wars movies, only three good guys die, and only one of those is a true, permanent death. Padme Amidala dies, yes, but Yoda and Ben Kenobi return as force ghosts after their deaths, so in terms of the character still having an influence on the story, they are not really dead. Vader/Annakin doesn't count, Vader's death was a requisite part of Annakin's salvation, and he too returns as a force ghost almost immediately.


In gaming circles, a lot of GMs tend to embrace this trope, with two very different reasons. If you are presenting a story founded in mythic archetypes and heroic cinematic action, and killing one of the protagonists would harm your story, that's a fine approach to take. More often though, GMs are coddling player's they think will protest or ragequit the game due to the previously mentioned feelings of character attachment or frustration at starting over. In this case, I highly recommend having a talk with the players about balancing everyone's enjoyment of the story telling part of the game. Sure, noone likes to "lose" the game, but the very premise of role playing games is that there is a group story being crafted. Point out examples from film or literature where a hero's death actually advances the plot and betters the story. Ben Kenobi sacrifices himself because he knows that Luke's rage and sorrow will push him toward the showdown with Vader. Wash's untimely death in Serenity provokes a rage in his comrades that forces them to accept that they can't keep running and must stand and fight. Also point out that even in video games with save points, there is an immense satisfaction in finally winning, and that feeling is even stronger if you failed a dozen or three times along the way. To quote Aerosmith, "You've got to lose to know how to win".


Best make peace with your dear and fluffy lord.

Some gritty SciFi and fantasy just plain kill everyone! The original Alien film shows the xenomorph gobble up everyone but Ripley. Predator slaughters most of the heroes. Do I even need to mention Game of Thrones?



In most Space Opera or heroic SciFi games, this approach is, to be blunt, bullshit. What's the point of playing if you know you're going to die every time? On the other hand, if you're playing a Cthulhu type campaign, or a gritty cyberpunk story, or even an Aliens inspired bug hunt, this approach can work, as long as you allow some slight, real chance for a clever and cautious player to keep their character alive. Sure, everyone's probably screwed, but there would be a big feeling of accomplishment to be among the few survivors of a suicide mission. Just don't let them call your bluff. Make it perfectly clear right up front that it's a doomed mission, and chances of getting through it are slim, but, the rewards for those lucky, clever and tough enough to defy the odds will be great. Then, show no mercy. If they make bad decisions or the dice aren't cooperating, kill them. Make them earn it. If they still happen to persevere, congratulate them, and don't make them pay taxes again, ever...


Not every man really lives.

In general, the best approach to PC death is to use it sparingly. The PCs scrape by, battered and bruised, most of the time. Luke Skywalker had to take a time out on Hoth to recuperate, the heroes in the Lord of the Rings were constantly staring death in the face, and in both cases, the death of a friend and/or mentor served to both motivate them and remind them how fleeting life is. If a player is overly foolish or careless, or they roll poorly, consider whether the campaign story is better served by a little subtle deus ex machina or by the death of that hero. The player can easily rejoin the action fairly quickly in most cases with a backup PC. On the other hand, if you do end that character's part of the story, do the story and the player a favor by considering a possible legacy impact. If they were a space marine, name a ship or fort somewhere after them. Have an NPC news reporter show up before long to interview the other PCs briefly for a tribute documentary she's putting together. Hell, let the character make a cameo return later on as a force ghost or prophetic dream sequence to assist the rest of the heroes. You get the idea. Don't let heroes die in vain. If you do decide to go the deus ex machina ruote, don't make it totally painless. Make them sit out a scene or two healing, give them a permanent lingering wound side effect if your particular game system provides a mechanic for it, dock their experience for the session, whatever. Flirting with death is not without consequence.


So, that wraps up my take on PC death, and for the record, I usually employ the third option, killing a PC just often enough to remind the players that it is a game, and you can "lose" if you're not careful, but not often enough to discourage them.

I'm interested to hear how others handle PC death, or even character death in their own writing or fanfic. Any examples of a PC death having a memorable impact, for better or worse, on your game? Any character deaths in established SciFi film or books that really impacted your enjoyment of the work as a whole? Leave a comment!

18.12.15

The SciFi games I enjoy.

I cut my role playing teeth on the iconic Dungeons & Dragons around 1979 or 1980, and played it off and on for years, but soon after being introduced to the hobby of rpgs, I discovered a few cool games that let us emulate the movies and tv shows we loved; Star Trek, Star Wars, Battlestar Galactica, etc. Eventually, these SF staples got their own branded games, but to give you an idea of the games that might get discussed here, here's a few of my favorite titles.


My first foray into SF gaming was the Star Frontiers game, by TSR, publisher of D&D. Easy to learn and fast playing, it's a nice system that stands the test of time, despite being discontinued and unsupported by the publisher, now Wizards of the Coast, Inc. for nearly 30 years now.

Star Frontiers is a 'soft science', lighthearted game, evocative of classic SciFi like Buck Rogers, Space: 1999 or any number of SciFi b-movies from the 50s or 60s. The rules are fairly simple and adaptable though, so you can't go wrong.

Best of all, SF has seen a recent revival of interest via the internet community. You can download 'remastered' versions of all the manuals and adventures in pdf format, as well as the excellent Star Frontiersman eZine, via the Join The Revival website! It's all free, so check it out.


Traveller is generally considered the granddaddy of SciFi games, boasting nearly 40 years of continued support over 5 distinct editions as well as licensed support from many other publishers.

Unlike Star Frontiers, Traveller default tone much more serious and gritty, with a heavy focus on characters being retired military personnel or similarly seasoned adventurers, rather than the usual starry eyed kids fresh off the farm in most RPGs. The system includes tons of detail to make the game seem more realistic, including lots of math for space travel, world creation, combat and other aspects of the game. Thing is, you can safely ignore all that and boil the game down its basics without ruining things, so the complexity is pretty open to scaling.

The earliest incarnations of Traveller assumed the players would adventure in a universe of their own creation, or one borrowed rfom literature, film or TV, but the built in setting that crept into the game is worthy of consideration as well. A detailed history and expansive set of worlds and political and social groups provide a ton of options, not to mention a nice selection of alien races complete with their own tech and cultures.

Traveller is currently supported by a few publishers, each with their own modified game engine, but the Far Future Enterprises website I've linked to is the home of the game's creator, Marc Miller, and features the classic editions of the game that I favor, all available for purchase in various electronic and/or print form.


Star Wars needs no introduction, and the original RPG version, published at the time by the now defunct West End Games, excellently captured the tone and feel of the original trilogy. The rule set is detailed enough to create unique and fleshed out characters of any of the many alien races from the movies and expanded universe material, while remaining easy to learn and fast playing.

While other publishers, namely Wizards of the Coast and Fantasy Flight games have produced subsequent versions of Star Wars games, my preference for the original is simply a matter of "it's not broken, don't fix it". While WEG is no more and licensing for their incarnation of the game has long since lapsed, there's a decent sized fan community online, and the game system carries on with the Lucasfilm/Disney IP removed as D6 Space, part of the D6 System family of open source game family. The D6 Space and other D6 System games are available for free download via the DriveThruRPG online store, which also features many licensed D6 products for various settings and genres.


A couple honorable mentions:

Cyberpunk - A great take on the genre, capturing the gritty near-future failed utopia feel perfectly. Titles like Cyberpunk 2020, Cybergeneration (focusing on the angsty-cool teenagers of the genre) and the upcoming Cyberpunk 2070 expand the game line.

Paranoia - Paranoia, and it's later revisions, is a blast to play. The premise is that after the WWIII apocalypse, humanity is sequestered in vast underground city complexes, which are run by diabolically fun insane computers. It's hard to explain much better than that, just check it out if it sounds intriguing.


I've played a ton of other games over the last 30 plus years, but those are the ones that've held my interest. Please drop a note in the comments below if there's something you think deserves a mention!