Showing posts with label Star Frontiers. Show all posts
Showing posts with label Star Frontiers. 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



Thursday, January 9, 2014

Interweb Buried Treasure Find – TSR 2001 A Space Odyssey RPG?!?




I have been pretty tied down before my preliminary exam on Thursday (today), but while web surfing to de-stress, I came across two TSR modules for Star Frontiers based on the movies 2001: A Space Odyssey and the sequel 2010. They are available at the Star Frontiers website in the Modules section. They are well made curios invaluable to any Kubrick film or Clarke scifi buffs, but gamers might balk due to their extreme faithfulness to the source materials.


Although I thought maybe the OSR hadn’t stumbled onto these retro goodies, a quick search for images resulted in reviews of them by Grognardia. Whereas James M didn’t see Star Frontiers as a good fit for the game and understandably dismissed the modules’ gaming usefulness due to their extreme railroady nature, I thought they were great resources for someone looking to run Star Frontiers as ‘harder’ scifi than the default setting, an aspect of the rules modifications they present which James also comments upon. More than that, as an inveterate OSR DIY guy, I think these railroads are ripe for Jacquaying and modding with switchbacks, loops, and alternate tracks.

How would I do that? One way to see 2001 is a space where extremely hard scifi (i.e. human technology like HAL and the Discovery) meets extremely soft ‘techno-magic’ (i.e. the monolith and starchild, and more if you’ve read the novel). Put in this way, adding in the goofy space opera of the original Star Frontiers is hardly a stretch, and so my first move would be to ignore the restrictions to human characters outlined in the modules. Next, since the modules and their source films and books take place over enormous spans of time, from the Dawn of Man to centuries in our future, a bit of Star Trek style time traveling from the Star Frontier’s timeline would be in order. Finally, as a DM I would be OK with PCs going off the rails of the film plot. I’ve always had the dream of running Lord of the Rings and letting the PCs try whatever they want to get the ring to Mordor, maybe allowing Gandalf all spells with the caveat that using any unlocks them for the forces of darkness as well. I’d try to do a similar balancing act with these modules. If possible, I’d run the modules without letting players know they are gaming 2001, but I’d also be open to players in the known who are happy to muck about in the setting.


Here’s an example of how I would Jacquay the first chapter, including some of the complications and reactions I would have anticipated:

The Dawn of Man – It is the default Star Frontiers future, and the PCs are contacted through an agent to make a delivery for a princely sum of money. The condition is that they ask no questions and do not pry into the unknown devices installed on their ship or the cargo it holds, and they must sign a Non Disclosure Agreement to that effect. The cargo is, of course, the moon and Earth monoliths, and the mission is to deliver them to our solar system at the dawn of mankind.

If the PCs do not have a ship suitable for transport, one is provided for them, and unbeknownst to them can both travel FTL and in time. Note that I am a big handwaiver with this type of lightspeed/parsecs speed vs time stuff, and as PCs should be ignorant of what is in store for them, I see no need to get into it. If the PCs have a suitable ship, they are asked to leave it with the agent for a day, after which it is fitted with the FTL and timejump devices and cargo is loaded.

Any attempt to tamper with the devices or pry into the cargo should be met with increasing warnings and danger. Players should first be told that the devices make no sense to even the most skilled mechanic or technician in the group, and both their function and purpose are a mystery. Attempting to open them should either not work (cutters can’t cut the material, there are no joints, etc), deliver warning shocks (small damage or unconsciousness) or worse (increasing damage, a warning message from the agent). If the players don’t seem to want to go along for the ride, tell them they are knocked out by some force, awaken unharmed in their ship but with a Breech of Contract notification informing of the legal repercussions if they disclose any details of the agreement they had made.

If the players do play ball, they are put in stasis until their ship reaches our moon in antediluvian times. When they awake, the shipboard AI informs them that their first mission is to bury the monolith on the lunar surface, so PCs will have to suit up and accomplish this. To throw players off, the GM may describe the lunar monolith as a translucent or transparent oblong filled with tiny crystalline circuit structures as in the novel instead of the ebon monolith from the film. As a red herring, the GM may want to add a subplot of lunar quicksand that sucks down either the ship or several PCs and complicates their task (see the Arthur Clarke story ‘A Fall of Moondust’ for inspiration).


The real action starts on earth, which the PCs may not recognize as such due the change in constellations over the millennia and the difference in Earth’s atmosphere and composition of continents. The ship AI can navigate around the system, but will curiously be unable to give time or coordinates in relation to the PC’s normal setting. The ship AI informs them they must plant the second oblong near a group of cave dwelling apemen, then observe and record its interactions with them for two weeks. It’s up to the players to plan – do they knock out the apemen with stunners, or try and sneak it in? (See Jack Kirby’s 2001 comic for inspiration.)



Once the device is set, it comes to life at night, blinking and flashing hypnotically, after which the entire tribe sleepwalks out to stand rapt before it. After the first night, players making a perception roll will notice the apemen are walking more upright and using sticks to knock down fruit instead of climbing to get food as they did the day before.

The GM can introduce several dilemmas here to challenge the PCs. First, a predator jaguar or tiger can threaten the apemen, or a rival tribe could show up and threaten their access to water or food. Have some apemen die or be injured in front of PCs to provoke a reaction. As the apemen are influenced by the alien device, have them become more aggressive and start using weapons such as sticks or bone clubs. Have a Cain-Abel style first murder occur before the PCs to show them that maybe the monolith’s influences are not entirely benign. If players decide to fire on the monolith or stop it, have any human character instantly devolved into an apeman and modify his stats as per the module (p. 4). Now the game can switch to a return to try and restore the timeline.

If the players allow the monolith’s function to proceed, after the two weeks they are placed back in stasis and wake up in orbit around Earth’s moon just before the discovery of the lunar monolith, with US and Soviet teams rushing to reach the object pinpointed by magnetic scans as in the crater Tycho. Their mission next is to stop the Soviet advance and surreptitiously assist the US team. Once again, throw dilemmas at the PCs, such as the hidden armaments of the US team and the unarmed Soviets. Make them question whether their mission is good or not, and make all humans speak Russian if they decide to stop the Americans. Have fun with the wonky paradoxes of time travel and going off the rails of an established property.

Anyway, with my prelim done expect a speed up of posts of the backlog of ideas I’ve had while grinding away at my thesis.