Showing posts with label Sci-Fi RPG. Show all posts
Showing posts with label Sci-Fi RPG. Show all posts

Wednesday, March 2, 2022

Project NEPTUNE: Making the Procedures Universal

Faci-NOPE.
    More than any other genre I'm aware of, Science Fiction is defined by it's technology.  For example, the difference between Clash of the Titans and Lord of the Rings is to my mind less than the difference between Star Trek and Star Wars.  And both of those have almost nothing in common with The Expanse.

    This is relevant to game design because I could run a game set in Middle Earth or Mythic Greece using D&D with no real problems.  I could not run Star Wars using Star Trek RPG rules or vice versa. Warp Drive, Transporters, Lightsabers, The Force - I would spend enough time in conversions from one system to the other that I may as well just get both games.

    While there are more universal SF RPGs out there (and GURPS, of course) this usually puts the problem on the GM.  Systems such as STAR HERO for example make it possible to build virtually anything you can imagine - at the expense of having to build everything you imagine.  This kind of time sink can be more intensive than actually learning multiple game systems and encourage GMs to purchase multiple games.

    I intend to address both problems.

Yes, I know what it means.
  

    The inspiration for this part of Project NEPTUNE comes from the same place I get most of my inspiration: Winchell Chung's Project Rho.  While most famous among SF aficionados for Atomic Rockets,  Chung's Project Rho has other treasures for those who seek them.  Two of those treasures are going to be the key to making space travel and combat interesting, full of player agency, easy for GMs to prep and run, and useful across multiple franchises.

INFLUENCE DIAGRAMS

    Project Rho has a whole section on cool game mechanics that bares careful study. Among them is a single article by Neel Krishnaswami that can, as of 2022, only be found on Project Rho.  I'll give a high pass of what's important for us here, but the full article is excellent and I lament there was no follow up.

    Seriously, go read it.

    The example in the article addresses Star Trek in particular but the core idea applies to any technology. By breaking down a SF tech like warp drive or what have you into individual systems or components, you can build a causal influence diagram that gives the player details that actually matter.  This can be presented as a handout (or card) to the players and used by character to repair tech, work with tech and generally make the tech more real at the table.

    Since I'm working on the idea of Crew as Damage Control, I'm naturally drawn to this notion.

The rules for this -

    What makes this work across multiple franchises is that the procedure of using the Causal Influence Diagram is universal while the tech itself is modular.  For example, If I were playing a Star Trek style game, I'd want a CID of a warp drive.  It would have bubbles like Matter/Antimatter containment, Warp Core, Plasma Conduits and Warp Coils.  My Engineer character would use that to troubleshoot damage and tell the captain that She cannae take much more o' this.

- are the same as the rules for this.
    If I'm playing a smuggler in a Star Wars style game, I'd want my CID to have Hypermatter Coaxium Magic bottles, a Fusion Reactor, Hyperdrive Motivator and Field Guides.  I may not know what any of that stuff means but they're on the diagram and I can use them because the procedure of using the diagram is the same no matter what SF tech I'm modelling.

    So when folks on Twitter ask me if the work I'm doing on space travel and combat can apply to their favorite game, I can say with confidence that yes, yes it will. 

    Using the Analog Database makes this work even better.   Any ship system, from any franchise can not only be diagrammed, but the cards stored in the same stacks and simply filtered by search term.  Packaged and sold individually, a deckof cards inspired by a given franshise could contain the tech, character backgrounds, and unique rules required to fully use the setting without needing an entirely new game.

BEYOND TECH

    I found another article on Project Rho that brings home to me the potential of this idea.  Ron Edward's The Sorcerer's Soul was also praised for it's use of relationship maps.   I got a copy of the book and perused that section - it didn't take me long to realize that Relationship Maps and Causal Influence Diagrams can be considered the same thing.

    So if CIDs can be used for physical objects and networks, and also for social relationships and people, could it also be used for ideas or intellectual pursuits?  Justin Alexander has pretty much proven it can - and provided excellent advice on how to use them as well.

    For me this means that not only can the conflict rules in SACRIFICES be used for physical, mental and social conflicts, CIDs can be used for physical, mental and social networks as well

    The system would be unified across all three attributes - which means it's unified across the entire game.  Across any game I want to make.

Still know what it means.
    More to come next week.
 


    

Tuesday, February 22, 2022

SACRIFICES: The Rules System I'm Developing

  

It can be said that most if not all classic TTPGs are based around resource management.

    The OSR has codified this in the myriad of rules that govern how to die in explore a dungeon. Time, spells, food, arrows - light -  are all limited and requires careful tracking.  Even at individual tables that don't follow Encumbrance rules or and lack magic there are finite resources baked into any game that has combat - hit points.  These may have different names and may drain attributes instead but attributes themselves are a limited resource if your think about it. No matter how your particular game is configured, part of what makes games games is limited resources because that's part of what defines risk.  

"You think you dissect me with this blunt little tool?"

    For the most part games have dealt with physical resources.  Some have attempted to quantify abstracts and mental states with such measures as "willpower" and "sanity" which have are problematic in and of themselves.

    Ive seen a few attempts at expanding what 'Inventory' means, such as in Knave, and Mausritter where spells are on/in individual runestones or grimoires.  These are still a physical items, however.

    What if everything was in Inventory? Not just your stuff, but your friends, your memories - everything?

THE BASICS

    In keeping with my commitment to put everything on index cards in an analog database, I've started writing up this rules system with a summary that can fit on a 5x8 inch card:

  • You have three SAVES, MIND, BODY, and SPIRIT.  

  • When you face a choice and have something to lose, you make a SAVING

    THROW.  If you roll under your Save, you succeed.  If you don’t, you face

    the Consequences.

  • You have a number of SLOTS equal to your Save values. The Slots make 

    up an INVENTORY. Each Save has its own Inventory.

  • Inventories hold RESOURCES.  Resources help solve problems, or are 

    good in a Conflict.

  • Empty slots represent INSIGHTS (MIND), ACTIONS (BODY), and FAVORS 

    (SPIRIT).

  • Each Save also has a PROTECTION:  MORALE (MIN), DODGE (BOD), and 

    REPutation (SPI).

  • CONFLICTS happen when someone or something opposes you.  

    • A Conflict starts with a BOD Save to avoid Surprise. All opposing 

      parties (not individuals) roll and the lowest roll wins.  If there is a

       tie, no one is surprised and the party with the highest PHY Save 

      goes first.

    • THERE ARE NO TO-HIT ROLLS. Declare your action and roll for the

      Consequences.  

    • CONSEQUENCES are measured in points.  They subtract from your 

      character’s Protections, then Resources, then Saves in that order. 

  • For each point you lose from a Save, you take a CONDITION.  You must 

    sacrifice one of your Resources for every Condition you take.  Conditions 

    have specific ways they need to be resolved.  Once the condition is 

    resolved, you get the Save point - and the Resource Slot- back.   

  • If ANY of your Saves drop to zero, you’re finished. Whether  BROKEN 

    (MIND) CRIPPLED (BODY), or OSTRACIZED (SPIRIT), you’re adventuring 

    days are over.

    So, yeah.  That's pretty much it.

THE IMPLICIT DEPTH

    Again, this is a basic summary of the entire rules system and is barer than bones.  But I feel like just what I have here implies some of the depth I'm going for. For example:

  • The rules imply equality to physical, psychological, and social conflicts.  They all use the same rules for resolving conflict, and the consequences of any type of conflict can end your adventure.
  • You don't need math to track your inventory - your slots are your slots.  Thanks to using cards, you can physically hold your items, skills, and social contacts - and the rules for using them -  in your hands at the table.
  • Empty slots are still useful and help refine the character.  Fill your body inventory and you're strong, but leave open slots for Actions and you're fast.  Insights would mean your wise, and Favors can be seen as valuing others less for their friendship and more for what they can do for you.
  • Every point of Consequences that causes a stat to drop takes a slot of inventory away, and fills it with a Condition.  If you don't have any empty slots, you'll have to choose one of your Resources to give up until you can resolve the Condition. 

    The system is called SACRIFICES for a reason.

    The resource cards really add to the play experience for me.  Like many Odd hacks, my Conflict system pares back the procedure just to the interesting decisions: Do I fight?  Do I keep fighting?  But the cards-

    There have been studies that show people spend less when paying in cash.  The physical act of handing over money makes people much more mindful of their spending.  By requiring players to actually hand over their Resources when they take a Condition, actually having to choose which of their finite resources to sacrifice, Inventory become a real thing, and the consequences of the players' choice become tangible.

    And that is another part of what makes games games. Meaningful choices that players care about.

 * * *

    We're going to be breaking down and expanding on the ideas in the rules summary in coming weeks, but before that we'll introduce the third pillar of Project NEPTUNE - the one that will allow my work on space travel and combat to be used with multiple systems and franchises.

    Stay tuned.

     

    

     

Wednesday, February 2, 2022

Crew as Damage Conrol II: Acronyms & Anarchy

    Last week we started to address the problem with space travel and combat in RPGs by addressing the "tactical mini-game" sequence most TTPRGs seem to use.   The reasons for the mini-game approach as I see it are as follows: 


  • First you have the hobby’s wargame origins, which can be exacerbated by RPGs with board game tie-ins. 
  • SF games that are licensed from or inspired by movies and television. These games attempt to model the epic eye-candy of space battles on the macro-scale. 
  • A simulationist approach to the game that requires specialized rules to resolve a spacecraft in a vacuum (or any vehicle) as a different system from characters in a dungeon (or whatever).
    I have a hard time avoiding those last two as I am very much inspired by SF media and am a spaceship nerd that wants to show off.  I resist these urges by keeping in mind that RPGs are Different. 

 

A Unicorn, if you will.

   
RPGs are a special animal in ways that are hard to define. After years of playing (and decades of not playing),  I can't say that I'm any closer to determining what set of traits make specific games or campaigns fun in general,but I remember the legendary ones I've run or played in.  The ones that I still think about. They had two things in common:
 

  • The plot was a situation - either by design or as the supposed plot disintegrated. 
  • Players' were allowed to plan, discuss and engage with the world and one another.
  • Player's took initiative.

    That's what I want in Project NEPTUNE.  My friends, family and fellow players gathered around discussing the situation and what they can do about it. I have seen genius there, and engagement. I wanna encourage that.

    In my proposal that all characters are Damage Control on a starship creates that situation. The anticipation of an upcoming combat or hazard provides opportunities for planning and engagement, even if the characters don’t have space-faring skills. Player Characters have an entire spacecraft's worth of resources to utilize in their planning.  

    Now we have to get organized.

ACRONYMS & ANARCHY

    In my Damage control model, I'm using a few arbitrary assumptions:

  • Consideration for a game group's average size of 2-4 players
  • Finally finally dealing with my unresolved love-hate relationship with the Frigate design in Starships & Spacemen 2nd Edition which assigns a crew of ten to a starship.
  • No built-in Hierarchy that puts one PC or NPC in charge. 
     The first two are the easy ones.
 
    The first starship officially designed for Project NEPTUNE is the Ultra Light Cruiser.  It has a crew of twelve and is the smallest (reusable) starship fitted with a warp drive.  
    

    The crew is divided into three Damage control parties, each with three crew assigned.  These DC parties operate out of three Flight Control Rooms (FCRs) dispersed around the spacecraft. These are called FCRs instead of DC central(s) because they also house the computers that fly and fight the ship in the same armored compartment. I chose three at first as an arbitrary reference back to Northshield's Triumvirate but kept it when I realized that with three FCRs, no single shot from an enemy could take out all three.

    Now, this only accounts for nine crew.  The other three are two are pilots for the ship's auxiliary craft and a Medic.  There are jump seats in the FCRs for these three, bringing their normal capacity to four crew.

   This arraignment was chosen to maximize choices.  Do the PCs all occupy a single FCR, or should they spread out?  Part of the procedures I'm developing will make where you are on the ship as its attacked important. All PC eggs in one basket may not be a good idea.
     
   So, that's the first two down, now for the hard part.  How do you run a starship unless someone's in charge?

    Turns out we have a template for this in the way pirate crews in the Caribbean operated during the 'golden age' of piracy.

    Before we move forward, lets set fire to some strawman arguments and get them out of the way:

  • I am fully aware that actually pirates were ruthless and amoral at best and sadistic psychopaths at worst.  They were declared hostis humani generis for a reason. That said, I figure that any system of governance that can keep The Enemies of All Mankind organized and effective will work even better for regular people.
  • Forget what you've seen in Pirates of the CaribbeanA Pirate Captain served at the sufferance of their crew and could be replaced at any time by a vote of no-confidence - no mutiny required.  The only time a Pirate Captain had absolute authority was during an actual battle. This is clearly laid out in the Ship's Articles.
    The 'Pirate' Model in Practice
 

  
What follows is a flight of fancy to give an idea of what I'm thinking of; a setting that supports the play style of TTRPGs, is functionally plausible, and keeps the focus of the Player Characters. 
 
    A group of starting PCs are on Mars.  They don't have a ship but may want one someday.  There's lots to do on Mars but our PCs want to get into space - there are other star systems out there and in the aftermath of the Alien Invasion and the Devastation of Earth we want our PCs to go out there and Aventure.
 
    There is no Academy or Government program for training spacers because there is no government per se - The Martian Consensus doesn't work that way.  That's fine though, because anyone who can live on Mars can live in space.  That's rapidly becoming Humanity's niche/stereotype in the galactic community - the people who live in space as opposed to a habitable planet.
 
    Anyway, there are ships in port and looking for crew and our PCs are at least marginally qualified.  The ships needing spacers will post their Articles for perusal online. These Articles may look similar but the devil is in the details.  The PCs choose which ships they want to consider based on these details.  

    Getting on a ship will involve some sort of interview and the signing of the Articles. This is a time when Friends can help, Favors can be called in, and all sorts of social interactions ensue. If a given ship is between cruises, the Articles may be up for amendment by the ship's company and any new crew, with all the back-and-forth, negotiations and intrigue that can entail.
 
    Once the PCs sign the Articles and are accepted as part of the ship's company, they would go through a process of learning similar to what NUBs on submarines go through earning their Dolphins.  The PCs will need to learn how the systems work and get qualified on each and every system before being fully accepted into the ship's company.  This doesn't have to be role-played or necessarily even rolled - in can be represented by learning the game's procedures for space travel, combat and damage control.
 
    As member's of the ship's company, the PCs have all the rights and responsibilities thereof. They can vote on all 'matters of the moment', get shares of profits, be consulted on what improvements to the ship they want, and what sort of jobs and missions the ship undertakes.  

    Perhaps most importantly to this topic of this post, the PCs will have the following rights as well:
  • They may call for a vote of no-confidence in the Captain's leadership at anytime the ship is not in direct or immanent danger.
  • They have a Mission Abort option, where the PCs my at anytime elect to call for a bug-out in battle to save the ship.  They may have to answer to the ship's company for using this option, but that will be after the fact.
  • They may stand for election to Caption or Quartermaster at any time the incumbents lose a vote of no-confidence. 
    I see these three rights as what will preserve player agency during space travel and combat.  
 
    The above Pirate Model relies heavily on social interactions at all levels by  adding NPC crew and removing the command hierarchy present in most if not all other models of space travel. Now persuasion, negotiation, and other social interactions are options for getting the ship to do what the PCs want. Railroading becomes a less viable option when the Captain can be voted out and a PC party forms a third of the crew.
 
    For a model that uses so many social interactions, we'll need a robust set of rules or procedures to accommodate them.  We'll discuss options for that in our next How you Play is What you Win post. 
 
    After that, we'll get down to some concrete game design.  Stay tuned.
 

Wednesday, January 19, 2022

Project NEPTUNE: or Another Stab at Integrating Space Travel and Combat into TTRPGs that Does Not Suck

Who else would hitch dolphins to a chariot?*

This will definitely be a whole series of posts.

    In the link to the right Ken Burnside articulates a problem I've struggled with since I first tried to run the West End Games classic Star Wars: The Role-Playing Game in 1992; to whit: "How can I put the spaceships I love into a game in a way that actually adds fun to the game?"

    This is far from the first time I've tried tackling this task.   Indeed, I have a Goodle Drive full of unfinished and sometimes untitled documents detailing snippets of ideas, lengthy mission statements, and pages and pages of world building and lore.

    I hope I can actually use some of it.

THE PROBLEM    

Just so we're all on the same page, the problems I refer to is as follows:

  • The play style of space travel and combat in most TTRPGs is antithetical to the core play style of most TTPRGs.
  • The space combat is resolved on a unique type of battle map that uses a different scale, different time intervals, and different rules.  It is a mini-game functionally separate from the main game.
  • In space combat, the player that flies the spaceship is the only one with actual agency.  
  • Skills required to survive space combat are not applicable in character combat, and therefore may take away from the character's focus.
  • While the Pilot is the only character with agency, space combat rules often require more than one character to successfully fly and fight a ship.  This automatically puts one character in a command dynamic over the rest (bad) or an NPC is used as the commander over the PCs on a ship (worse)

    In some games, these are non-issues.  If you are playing, for example, as pilots in a starfighter squadron most of this goes away, because the spacecraft become simply another piece of equipment; an SF version of steed, lance and armor.  But not everyone wants to play a squadron of fighter pilots.

    There are also lot of other issues with space travel and combat in TTRPGs that are outside the scope of this series.  Like how many attempt to shove a streamlined war game into an RPG, or how many attempt to recreate a cinematic experience from a movie or television franchise.  These are considerations for another time, and perhaps other people.  

 THE GOAL

    If I have any chance of making a go at this project, I have to keep my scope focused down to the essentials of the game experience I want to enable:

  •  Player Agency: If something is going into the game at all, it must be there in the support of player agency.  That means we can't enforce a command dynamic and we can't turn the players into supporting die rolls for the pilot.
  • A Meaningful Experience: The decisions Characters make aboard ship must be meaningful to the Players.  The situations aboard ship must matter to the Gaming group and provide an experience rich enough to justify the time taken away from other aspects of the game. The actions players take must have observable consequences to validate their agency.
  • Integration: I am not interested in making a mini-game to add onto a character-based TTRPG.  I am interested in making spaceship-based travel, exploration and combat as integral to the game as dungeon-based travel exploration and combat is to the OSR.

    Whether or not I can succeed in that goal remains to be seen.  I've been thinking, reading, working on the ideas for almost ten years now.

    Ten years.  

    Wish me luck!

   *The image above was commisioned by Mr.Burnside from artist Claire Peacey (instagram.com/autumnskyart/?) whose work and work ethic is highly recommended.

   


Wednesday, January 5, 2022

Murdering Empire in a Single Page?

Yeah, that guy.
    Despite having had the long weekend, I haven't spent any of that time work on this blog. I have spent some of it thinking about an actual product. It's all in a very early stage right now, but I've become enamored with an idea inspired by binge-watching Questing Beast's Zine reviews and the one-page RPGs like the 24XX family of games.

    The idea is simple:  If your rules can fit on a single page front-and-back, then you could use them as the cover of a zine.  You could make a zine about anything you like, and include a bespoke variant of those one-page rules as the cover.  If those bespoke rules are closely enough related, and the zine contents are a semi-unified setting (like Thousand Islands, for example) then you don't actually need anything else.  You can use as many of the zines or a few as you have/want. 

 

Where are the Aliens, Paizo?  Huh?

   I personally own 500-odd-page core rulebooks for some games that cover everything under the sun (or not) but they're hard to use because I may only need a fraction of the material,  and the things weigh like, ten pounds. If instead there was a zine that includes the basics of the setting (suitably anti-canonical) with basic rules as the cover, you could now play the game quickly and easily because you don't really need anything else.

    But say you wanted more.  Say, like me, you want to have spaceships a part of the game.  So you get the zine that has spaceships - and the rules on that zine's cover include starship rules while the zine has a fun adventure or something.  If the starship zine is all you have, it has enough rules to play a starship-focused game bt if you have other zines, then it adds to the available rules.  You can use as many or as few of the zines and their bespoke rules as you like.

    I'm hoping to have some more development with this idea as I blend in more of my ideas and preferences about what I like in games.  For those who are familiar with my previous body of work on DriveThruRPG or through Patreon, me working on short spats and zines should come as no surprise.

Wednesday, December 29, 2021

When Murdering Empires, How you Play is What you Win

     Bonus points to those who recognize the quote.

Yes, even the Skill Challenges.

     I have a confession:  The 4th edition of D&D is the only set of rules - for any rpg - that i've run Rules As Written.  The system was, as far as it intentions went, perfect.  The XP notation, monster blocs, the unified leveling mechanic, the treasure parcels, the encounter design tools - I even used skill challenges as written.  The 4e rules made it so easy to design and run an adventure that it was a pleasure to use at the table.

     So much so that it took me years to realize I didn't really like the game.

     Trying to adapt  the 3rd edition material to a 4th edition game by myself was a path down which lay madness.  The mechanics that were exquisitely simple on the front end seemed to hide furiously opaque math on the back end. This also made 4th edition terrible for those among us that like to make their own character classes or to multi-class ad infinitum.  The interlocking obligations of Balance between PC/encounter/monster/treasure level made such experiments not only difficult to develop, but impossible under the rules as written.  

Making unique classes and adapting your own material wasn't what the game was about.

     Put simply, the games I ran ended up being walks from set-piece encounter to set-piece encounter to fight monsters and grab a treasure parcel.  The "perfect" balance of the system made the encounters feel bland and much the same. Since they were balanced for your party's size and level, a fight against four goblins at first level had the same stakes and difficulty as a fight against four Sorrowsworn at twenty-fifth - but takes a lot longer because of feature creep.

    I understand that there is nothing in the rules forbidding more open and interesting play, there also nothing in the RAW rewarding different play.  You get XP from killing monsters.  You get treasure from killing monsters - either directly as loot or indirectly as quest rewards.  The special powers and class features you earn are overwhelmingly mechanics to allow Characters to kill more monsters.  The goal is to level up you Character and collect treasure to get new powers and equipment to...kill more monsters.

    Its a game about killing monsters.  How you play is what you win.

    D&D wasn't always about killing monsters.  One of the pillars of the modern OSR movement is the idea of rewarding XP for gold spent - no matter how you got it.  This opens up a lot more options for play that don't have to involve killing monsters.  It also allows one to de-emphasize balance, since you are under no obligation to tangle with a monster that in order to get XP.  Far more prolific Bloggers than I have covered the nature of OSR play and how rewarding for gold spent is important to the aesthetic of Conan-type characters who hunt treasure, spend it all on insane carousing and magic items until they're broke again and need more treasure.

    Again, how you play is what you win.

    Before I get too serious about developing Murdering Empire as a game system and associated support content, I need to decide what kind of play I want to reward.  What is a game of adventuring through a collapsing galactic empire actually about?  What do you do?

    Keeping with the philosophy of anti-cannon, I don't want to create a meta-plot.  I'm really leaning into the idea that people not only don't know what happened to the Empire, many people don't even know what the Empire was.

    I once again refer to Space Skimmer for the game's general mood:

    "The Empire itself was neither just nor unjust. It existed simply to fulfill a purpose—communication between all men; but whenever action was taken in its name, that action reflected the men directing it. If they were just, then so was the Empire. If they were unjust—"

-Gerrold, David. Space Skimmer

    GOLD.

    It's too good an idea to let go.  I want to see starships enter a new system with great caution, never knowing what they can expect. Part of this comes from Space Viking, which for all it's faults has a sense of consistent scale when discussing the plot's man-hunt: 

    "We'll hear where he was a year ago, and by the time we get there, he'll be gone for a year and a half to two years. We've been raiding the Old Federation for over three hundred years, Lord Trask. At present, I'd say there are at least two hundred Space Viking ships in operation. Why haven't we raided it bare long ago? Well, that's the answer: distance and voyage-time. You know, Dunnan could die of old age—which is not a usual cause of death among Space Vikings—before you caught up with him. And your youngest ship's-boy could die of old age before he found out about it."

-Piper, H. Beam.  Space Viking

    With these two passages as dim guide-posts, I can see I want to reward traveling into the unknown with little more than rumors third-hand accounts. I also want to play with the idea that civilization and Empire are not synonymous. 

      And I want there to be Spaceships.  I want to have travel from world to world incentivized. 

That dome? Spaceship.




 

         The ideas of what you reward, what you want a game to be about, and game design in general grow tangents like hydra.  In the time it's taken to write this much, I've thought of:

  • The core game loop, or what you Players can do when they don't know what to do.
  • Currency and Economic and how much I don't want a game about that.
  • How to evoke a sense of wonder in a game using such well known tropes, and
  • All the stuff about what was great about 3rd edition D&D that I had to cut for this post. 

    I don't think I'll be doing all of these in order, because I already had a few ideas for blog posts I wanted to explore.  But that's good - having ideas to write about makes me confident I will keep writing.

    Look for the How you play/What you win tag for more posts in this series.

 

Wednesday, December 22, 2021

Murdering Empire with the Anti-Canon

I swear this is what mine looked like when I got it in 1980

Do you remember when Queen Amidala was supposed to be a clone!?

    The Handmaidens that surrounded her weren’t dressed to be her body doubles - They are all the Queen, and one was dressed to sit on the throne.  Meanwhile, the servant girl gossiping with the cook belowstairs? The Queen.  The naive looking lady-in-waiting you’re trying to bribe? The Queen. The pilot running toward the destroyed royal barge and the crumpled figure at the edge of the wreak?  Both the Queen.

    Most politicians and nobles in the galaxy were actually clones.  Like we’d see twenty-two years later in the Foundation series, having a genetic dynasty of clones was stagnating the Republic.  

    Then they tried to clone Jedi, starting with OB (old Ben) One.

 

    If you don’t remember this version of the prequels and subsequent Clone Wars, that’s understandable.  To the best of my knowledge, they only appeared in spoken form around a gaming table in 2002, and in the conversations that followed.  

I wish I could say that I encouraged this kind of creativity more than I did.  The truth is, I would get so emotionally involved in the settings I was making (or using) that I’d railroad players along what turned out to be rather boring adventures.  I'd remember my earlier experiences as a GM and feeling like that at any moment the whole session would go off the rails and devolve into a handful of private conversations instead of a collective role-play experience.  That had happened too often in the old days as my drinking got worse, and now that I was sober-

I thought I knew better. I thought that I needed more control.  

So I was GM-ing like a tyrannical asshole. Especially when playing with my wife Debra in the early part of our marriage. Most of the Clone Queen stuff was her ideas. With the benefit of hindsight I realize that what was happening could have been influenced by Debra and I just having had our first child, my just starting back to college, and the overwhelming feelings involved.  Well, that and my being a narcissist and desperately trying to grab the attention from my new child.  If I had articulated and communicated some of that, had I been able to- 

Debra and I don’t play anymore. 

Anti Canon

I read Luca Rejec’s post on the Anti Canon a few weeks ago.  When Luca describes the frustration of trying to run a campaign in The Forgotten Realms or on The Discworld, the frustration of not being able to “to improvise, innovate, or imagine.”, I remembered The Queen’s Clones.  I remembered how some of my favorite lore in Star Wars appeared at game tables in the mid- to late nineties from groups of friends riffing off the canon lore and making up stuff to fill the blank spots on the map.  As much as I like having new Star Wars movies and TV series - more hours of Star Wars have been filmed or drawn in the last ten years than the preceding thirty - It’s getting too…close.  There’s less and less room for my imagination as canon continues to cover more and more space in the Official Timeline. It’s happening to Star Trek as well and I feel like some of the hashtag-not-my-star-wars-star-trek-insert-IP-here diatribes that fill the internet are a response when they aren't racist/sexist whining. 

These thoughts about anti canon are half the inspiration for Murdering Empire.  The other half involves David Gerrold’s Space Skimmer.

 

Space Skimmer

I have a lot of time for David Gerrold.  He invented the Tribble! And also has written some of the most evocative prose on science fiction I’ve ever read.  Sometimes, his non-fiction about sci-fi worldbuilding is more evocative than his narratives.  But in Space Skimmer, all of this comes together in a handful of paragraphs that describe an empire, a history, a universe that has haunted me ever since.

I could describe it to you in a brief summary but it would have none of that exquisite flavor, and would also miss the point.  Instead, perhaps a quote:

News travelled via the Empire Mercantile Fleets, synthesized as Oracle tabs. Or via independent traders, synthesized as rumor. It leapfrogged from planet to planet, not according to any kind of system, but by the degree of mercantile importance in which any planet was held by its immediate neighbors. 

Every event was the center of a core of spreading ripples—unevenly growing concentric circles of reaction; like batons, the Oracle tabs were passed from ship to ship, from fleet to fleet, from planet to planet, passed and duplicated and passed again; taking ten, twenty or thirty years to work their way across the Empire. By the time any part of the human race received news from its opposite side, it was no longer news, but history. 

The Empire’s communications were the best possible, but they weren’t good enough. 

Control depends upon communication. Weak communications means weak control, eventually no control at all. 

-Gerrold, David. Space Skimmer

 

That is what inspires me from this novel. The empire was gone and no one knew why.  That’s what matters.

Baking-in Anti Canon

 As we discussed last week, the reasons for the Empire's disappearance are unknown and perhaps unknowable.  The reasons people believe tell us more about them than what happened.

The information gathered at the time of the Empire’s demise, by the people that were there, are not necessarily any more accurate than hindsight and speculation centuries after the fact.  Why should it be? If the agents of Empire knew why it was collapsing, they would have done something about it, wouldn't they? 

That’s the context of this new project.  Not having a firm history and not knowing which of the old stories are fact or opinion is organic and natural to a post-collapse society.  This lets anti canon be baked into the system and implied setting of the game.  This is important to me and what I want the game to be about: no one knows or can know what happened to the Empire  - Including the GM.  

Here are my thoughts so far on how to nurture that idea:

  • Players are able to fill in the setting and lore details about their characters’ homeworlds, species, local color/customs, etc.  

  • The GM is able to fill in the setting details and lore about NPCs, adventure information, and they arbitrate the rules.

  • The GM’s opinion of the background setting and lore does not have to be considered more true than the Players’.

  • As the Game’s Designer, I present to you the basic rules for running the game, an outline of the setting’s central premise and then I support help the rules and premise with more content.

  • As the Game’s Designer, my opinion of the background setting and lore is the least important.

The last point is important to me as well on a personal level. I do not want to tell other people they’re playing the game wrong.

To that end, The work I’m doing on the setting will be…not so much brief as it will be unverified, contradictory, and above all random.

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