Showing posts with label Traveler. Show all posts
Showing posts with label Traveler. Show all posts

Monday, April 17, 2017

RPGs in Space, RPGs and space



What is the allure of gaming in space? For me, it boils down to two things:

1) You can go anywhere. Plans go awry? Just jump to another system and keep going.


2) You have the tech to do anything. Primitives think you're a god, and your wits are what keeps you above technological equals or superior beings.


This is also the allure of good spacefaring fiction. Look at Larry Niven's Known World stories, or Asimov's best tales. Although there are many veins of scifi, endless space is a rich and rewarding one.


Space is not the final frontier, unless you're gaming in the early days of space travel and are limited to one system. Space with a capital S is the endless frontier, the lack of frontier. This is the promise of spacefaring RPGs, yet they all too often hobble the freedom that space gaming should support.


Let's look at the first adventure module for the venerable Star Frontiers. The text starts,

"Welcome to the universe of the STAR FRONTIERS game! You are now a star-rover, one of the lucky few who spend their lives traversing the black void of deep space" (1).

This promise is quickly taken away by a railroad pirate attack with a staged result:


"Instead of landing in a choice site in a fully equipped shuttle, they are crash-landing in the middle of a hostile desert. They are light years from their home planets, with no hope of rescue in the foreseeable future." (7)


 Yes, the game promises, you can go anywhere and do anything. Then the GM is instructed to say but don't do either.


This is a load of bollocks. But Star Frontiers isn't alone.


The first adventure included with Traveler, Mission on Mithril, starts thus:


"Scout Service Starship CentralAxis, on detached duty, stutters out of jump space from Olympia three days late. That sort of delay spells almost deadly disaster to the jump drives of the tiny scout; without repairs, the ship will never jump again." (Mithril, 2)


This despite the text:


"Traveller is an entire universe to be explored" (Core Rules, 7)


Yet again the promise of Space is empty when access to space is denied.


I understand why this was so common. Science based gaming in an endless universe is daunting for the GM, so why not limit it to one locale? This kneejerk reaction is only natural given the dungeon crawling origin of the hobby.


Here's how to avoid this misstep:


1) Always allow access to space. The only times PCs shouldn't have access is when their decisions lead to this. They want to dangerously tinker with engines or start a fight that could take out their jump capability? So be it. But don't foist those constraints on them to further YOUR story. Space tales are about their story in your universe.


2) Always allow access to tech, if PC finances support it. This requires the GM to have a decent grasp of tech and its use and limitations. But remember that the GM has endless resources to throw at PCs (if they ask for it), and that turnabout is fairplay. If PCs use a device in an asymmetrical or novel way to get an advantage from technology, be sure that others in the same universe have as well, and the next NPC can draw from the same bag of tricks. Take note of any unique idea players have and add it to your arsenal.


3) Always remember there are consequences for PC actions. Yes, PCs can jump away from any shitstorm their adventures cause, far from local authorities. Yet science fiction gives us the proper response to this - the bounty hunter. From Star Wars to Cowboy Bebop, bounty hunters are called in when law enforcement fails, and can use any means or measures to bring in fugitives. Enough high-tech hunters on their trail and PCs might prefer surrendering to authorities.


So don't be cowed by the size of space. Read good fiction, get inspired, read the rules, take note of player ingenuity, and follow the PCs wherever they take you. The open minded GM will discover new things about his or her universe that will surprise them and make their job as rewarding as that of the players.



Sources

Acres, Marc et al. (1982). SF-0: Crash On Volturnus. 
 Lake Geneva: TSR.

Miller, Marc et al. (1983). "Mission On Mithril." Traveler CT Book Three: Adventures. Bloomington: Game Designer's Workshop.


Miller, Marc et al. (1983). "Mission On Mithril." Traveler CT Book Three: Adventures. Bloomington: Game Designer's Workshop.Core Rules



Sunday, June 29, 2014

The 8 Dirtiest and Most Dangerous Jobs in Space




Now there are dirty jobs out there in the universe - garbage scow, xeno-coroner, warp engine lube technician. Likewise, any soldier or space merchant faces his share of danger. But there are also jobs that are both insanely dirty AND dangerous, and which only get done because of the small chance of a large payoff they offer. Here are the most notorious ‘Double D’ jobs in space:

Ordinance Recovery


When local pisspot baronies start an interplanetary shootout, there are those who see it is a chance to turn a profit. Missiles or rockets fail in a number of ways – software glitch, fuel leak, chaff or jamming. Unexploded ordinance such as missiles are worth a nice bit on the black market, but are also highly illegal to resell. Some scavengers go in ‘hot’ and sweep in while the battle rages, clamp onto a juicy piece of ordinance and jet out before they become a target themselves, fingers crossed that their cargo doesn’t go supernova. Others go in ‘cold’, picking through debris after the war is won, carefully defusing and disassembling the rockets and their payload before safely storing them and moving on. Either way has an equal chance of making you rich or dead.

Bountyhunting


Space is so unimaginably huge that anyone not looking to be found can easily and effectively do so if they stay on the move. Cops are usually limited to peace keeping and beating down the locals, while mobile criminals cross jurisdictional lines and make things messy for the law. That is why most places either sign on to the bounty hunter treaty or else turn a blind eye to their activities. The big problem is the restriction against lethal force unless fired upon, which means that you better either get the drop on your prize with whatever netgun or stunner you’re using, or else hope they miss once before you gun them down. It doesn’t make it any easier that the most dangerous and most rewarding bounties are wanted alive.

Bughunt


There are all kinds of treaties protecting indigenous life, but for an unscrupulous corporation or a desperate group of refugees looking for a new home, extermination of local flora and fauna might be the only option. The sounds good on paper, but life has a way of carrying on, or at least taking a lot of other lives with it into oblivion. Then there’s the advanced life that can send killers right back at their employers…

Wildlife Transport


As hard as it is just killing off alien life, imagine the challenges of capturing and carrying it somewhere. That tame-looking spacecat you’ve lured into your hold doesn’t seem so cute when it grows tentacles then starts teleporting around the ship eating crew like ruffled potato chips. Add to that your violation of numerous space treaties and local laws in transporting or delivering the critter and you’ve got a galaxy strength headache to deal with.

Test Piloting



As dangerous as test piloting was back in the day of simple aeronautics, with the reality-warping engines used nowadays, things get a whole lot weirder. Pilots can return before their departure, or come back mad from an eternity in the warp lanes, or else sound crazy claiming that the world is the same except for one detail like the color of the skies or that people don’t have forked tongues like they used to. Maybe the ones that just disappear are luckier.

Rat Catching


Imagine an abandoned spaceport the size of a moon needing to be cleared out in two weeks. Now imagine the number of hiding places in such a structure. The rats in the walls could be any number of things, from disgruntled employees, to squatters, activists for some cause, alien critters, rogue AI, or even ghosts. Since most of these jobs are on a timetable, your chance of going home empty handed are higher than those of going home in a box – but not by much.

Artifact Transport



Just like the Fermi Paradox told us, other intelligences rose and fell long before humanity spread out into the cosmos, and from time to time we find their relics, and even their junk. The problem is that we’re still in diapers in terms of technology, and can’t tell if we’ve picked up the cure for cancer or a loaded gun. Artifact transporters are subject to spontaneous mutations, space-time distortions, and whatever malevolent designs the defunct creators of the artifact set in motion. Add to this that on the off-chance you do get a useful artifact AND figure out how to use it, every space pirate, scavenger, and spacy frigate you encounter will be aiming to take it from you.

Space Anomaly Survey Team


Space is just plain weird at times, filled with anomalies that don’t follow any of the laws of physics, and thumb their nose at reality. Shrinking black holes, anti-matter planetoids, heavy midget planets, and gas or liquid mega-giants without the gravity they’d need to exist are all out there for the finding. They can make your hull disappear, crush you like a tin can, or have you reliving moments from your childhood. Figuring out what makes these anomalies tick, or better yet finding a way to use them for profit, can make the effort and risk pay off in spades.

If you and your crew are in need of a quick payoff or a huge push towards the good life, these jobs are for you. Just remember that they won’t be easy, clean or safe. You were warned.

Sunday, March 9, 2014

No Dungeons No Dragons ‘March Madness’ Blogserk – Day 10




Other blogs can be found HERE.

The questions can be found HERE.

10 What science fiction RPG have you enjoyed most? Give details.

We played a lot of GURPS Space back in the day, but to be honest the chargen was a bit too involved. I’d certainly never run it, as I am a big hand-waiver as a GM.

I picked up the original Traveler off RPGNow a few years back and would like to give that a shot – minus some of the calculations. I think that game really captures the feel of the 1970s scifi I cut my teeth on. It has shades of Asimov’s Foundation and Niven’s Grasping Hand books.

Speaking of Niven, I have a copy of the Ringworld and as a BRP fan could see me running or playing that. Evidently, Niven himself used the game as a reference when writing the 3rd installment of the series!

Honestly, I have not found that many people who want to play scifi, except for Star Wars d6 or Star Trek (I’d run Far Trek or Where No Man Has Gone Before in a sec given the chance).

I think the problem with scifi that scares people off from gaming in the genre is threefold:

1)     High tech rules make GMing a taxing proposition
2)      Any setting besides an established IP requires extensive background
3)      Knowledge of physics and astrogation basics seems necessary

Fantasy gaming suffers none of these hurdles – tell someone he is an elf, let him roll up a starting spell and some equipment and they’re good to go. Maybe someone needs to write a scifi rpg that doesn’t scare off beginners of the non-scientific.

Good luck with that.