Showing posts with label Genre: Sci-Fi. Show all posts
Showing posts with label Genre: Sci-Fi. Show all posts

Friday, January 1, 2021

Building a Setting in Four Images

Concept stolen from Twitter. Originally presented devoid of context, since this is not Twitter I can unpack my thought process somewhat.


What would we do without Frank Frazetta? I like this particular picture because it's not (as far as I can tell) one of his cover paintings for an established figure. The juxtaposition between the Old World knight and the New World visible on Earth is interesting, as is the fact that the moon seems to have a breathable atmosphere. Some sort of alternate-history cosmology, perhaps? 


Yeah, that sounds about right. This image I got from a post on What a Horrible Night to Have a Curse . . . , where it illustrated a great idea about a tidally-locked planet that feels like the Land of Faerie in the habitable band - a world of eternal twilight, sandwiched between an endless frozen night and an eternal scorching desert. Since we're doing a sword-and-planet style solar system, this is going to replace either Mars or Venus, and I think the latter works a bit better. 


So how are we going to get our premodern heroes off to these strange new worlds? Long-time readers may recall my thoughts about a pulpy dungeon-crawl setting riffing off Stargate, and I think a similar riff works here. This picture gives the gate idea more of a Stonehenge vibe, and the vaguely North American landscape (and the explorer's hat) imply a very interesting Colonial period.


Well, we started this post with a knight, let's end with one, too. Artist Shaun Keenan has a bunch of historical-warriors-riding-dinosaurs pieces scattered across the internet, any one of which could spark a whole campaign idea. What I like about this is that it implies that the gates from Earth to the rest of the solar system are not one-way. Sure, Sir Knight could have picked him up in the twilight jungles of not-Venus, but why not in Africa or the Amazon?

To sum up, then, we have a version of Earth that connects via megalithic portals to other bodies in the solar system that are weirdly different, in a way that encourages exploration. The inhabitants of these other bodies, which include dinosaurs and at least one kind of humanoid monster can also use these portals to visit Earth.

I like it.

Wednesday, July 1, 2020

Sol Survivors

The terms "OSR" and "Hard Sci-FI" may not seem especially congruent at first glance, but they combine like peanut butter and chocolate in Termination Shock, a nascent setting from Niklas Wistedt, aka Paths Peculiar.


Set in the early 22nd century, Termination Shock is the story of the recovery of Earth's space infrastructure after a passing particle wave put all the ships and stations on the fritz. It's a constrained setting in some ways - mankind has yet to leave the solar system - and yet there's enough planets, moons, asteroids, and stranded ships to keep a group of space adventurers busy, and that's before they inevitably land on Orcus.


Although he hasn't yet written a lot for the setting - just the initial pitch and a description of a typical outpost - was is there is very evocative. It helps when the premise can be illustrated with such cool maps as this one, and there are several like it on the original post. Not to mention the occasional spaceship:

It'll definitely be worth keeping an eye on the Paths Peculiar blog to see how this setting develops. I'm especially keen to see what's on Orcus . . .

Wednesday, April 3, 2019

Requiem For Google+

Well, it's finally happened. After much sound and fury, the Google+ social media experiment is officially over. Being something of a late adopter to things like this I was only on for the last couple years, but during that time I saw a number of informative, amusing or useful things, some of which I was able to salvage:

Tuesday, March 21, 2017

When White Stars Are Right

Over at Tenkar's Tavern, the latest entry on the rumors table is that White Star* and White Star Companion*, the Swords & Wizardry-derived Space Opera RPG from James Spahn and Barrel Rider Games, are now priced on DriveThruRPG as Pay-What-You-Want. If you haven't already, I can highly recommend checking them out, as I think that White Star is my favorite entry in the admittedly well-trodden "Space Opera OSR" sub-genre. Certainly it's the one that has taken off (heh) the hardest, with a variety of other supplements available from both Barrel Rider Games* and others*, not to mention all the fan-made content in the OSR Blog community (a self-referential example). Much of this is designed with an eye towards tailoring your campaign to a specific sub-genre, or even recreating a specific franchise.
In a way, that gets at the heart of what I find so endearing about the system, or rather the implied setting. While most RPG settings, I suspect, have at their base the attempted emulation of a favorite genre or piece of entertainment, the implied setting of White Star is a glorious mash-up of influences, with only the tiniest effort made towards disguising their origins. I mean, you want "Star Knights" and their evil counterparts "Void Knights"? Check. "Qinlons" and "Assimilants", or alternatively Assimilants and "Cannicks"? Check. Something more classic, like "Thronks" or "Wellsians"? Check. All of these together? Go for it! And toss in anything else you can think of - heck, there are even two different versions of Ewoks, "Fluffs" for random encounters and "Yabnabs" for a PC option (capped at Level 4).

If you have even the slightest interest in the genre, there's really no reason not to check these out. It's even got me pondering some new ideas for a mashup setting based on not filing off those serial numbers . . .

*Remember, folks, that any DTRPG links on this blog are affiliate links that pay me a small fee when you use them. Relax, it doesn't cost you a thing.

Thursday, April 28, 2016

90s-Era Sci-Fi Horror Monster Stats From Ken Hite

The other day I was browsing Facebook and the most interesting thing popped up via the Timeline of the Alien and Predator Universe page, and cited as being from the July 1998 issue of InQuest Gamer magazine, specifically the article titled "Terminators: Five Movie Monsters to Torment Your PCs" by none other than Kenneth Hite. What three of these terminators may have been was not specified (though the cover of the magazine suggests, well, Terminators), but the two that were are, of course, a Xenomorph and a Yautja:


Tuesday, February 3, 2015

'Zines Without Number

Well, perhaps not literally, but there are certainly a large number of fan-produced gaming publications that have started in recent years, many of which focus on one OSR game or another. I suppose this is no surprise, as it is my understanding that in the early days of RPGs that the Old School movement looks back to, this kind of thing was also common. Nowadays, of course, with desktop publishing and the Internet for distribution, it's easier than ever to do.

The other day, thanks to a tip from Tenkar, I picked up the latest entry into the field. The Sandbox #1 is a product from Kevin Crawford of Sine Nomine Publishing, which has produced such gems as the Stars Without Number sci-fi OSR game, the Spears of the Dawn and Red Tide fantasy settings (the latter incorporating the Scarlet Heroes solo-hero rules), and - most recently - the Silent Legions Lovecraftian game based on the same ruleset. The Sandbox, Kevin says, is a vehicle for passing along a "passing idea or small notion" that could work with any or all of these.

 In this inaugural issue, we find four items:

  • "The Last Prince", a custom class for Scarlet Heroes based on being the last survivor of a vanished people. Really, this is more of a background than a class, as it is "treated as a Fighter for all general purposes". It would be, I think, an interesting exercise to port over the more flavorful items onto other classes to create, for example, a Last Wizard or Last Assassin. The d8 Doom table looks useful for general backgrounds, as well.

  • "Kickstarter Production Guidelines", taking up more than half the issue's pagecount, offers an inside look at the process that has made Sine Nomine one of the most reliable crowdfunding brands in the RPG market.

  • "A Quick Backwater Spaceport" is a set of random tables designed for use with Stars Without Number or similar games (I get a very Firefly vibe from it) that, with just the teensiest bit of modification, could also be used for settings focused on regular ships - a pirate-era game, say, or a Pulp game based out of a tramp steamer.

  • What's That Abandoned Strucure?" is a similar set of tables for, well, abandoned buildings.
All in all, it's worth taking a look at (especially as it is being offered for free), and in spite of the announced production schedule of "irregularly" I await the second issue with great interest.

Friday, February 21, 2014

Three TimeWatch Campaign Ideas

As the Kickstarter for TimeWatch enters its final few hours, I've been looking over the Jurassic Edition playtest rules and pondering - specifically, pondering how to tweak the rules for various already-established-but-official-RPGless settings.

The Legend of Zelda


Although it would seem that the more well-known fantasy rules would be most suited for adventuring in Hyrule, some of the games do have an element of time travel to them. Mostly these are hops from one set era to another, but the idea of taking action in one time to set up a success in another translates quite well.

For the adventure itself, I can see the PCs being a cross-section of various Hyrulian races banding together on account of Link disappearing, probably on account of temporal shenanigans from Ganondorf. In an amusing twist on the normal tropes of the series, releasing him would involve exploring a single location multiple times, in multiple times.

Assassin's Creed

Art by chadf
Honestly, it would only take the slightest bit of of reworking to turn TimeWatch into the Assassins and the autochron into the Animus, with Chronal Stability representing Synchronization. Or perhaps the Animus could be re-imagined as an actual mental time-travel device - this would be especially useful in explaining how more than one Assassin can travel to the same era.

In any event, this sort of game would probably draw quite a bit from Night's Black Agents as well as TimeWatch - you'd at least want to put together a Templar conspyramid, and all the better for one spanning multiple eras. 

And with the added element of actual time-travel, there's opportunity for both sides to try to re-write history to their own advantage. Players could even, theoretically, travel into the minds of their future selves, of course to find a dark, Templar-dominated cyberpunk or post-apocalyptic landscape. The big finale of this campaign would probably end up being killing the creator of time travel.

Which brings us to -

Back to the Future


All I really want from this is to have the characters from these movies stated out and set loose on a Tourist campaign. As things progress, they'd meet other iconic time travelers - I have a feeling Doc and Marty would get along great with Bill and Ted - and, of course, evil terminating robots:



Rumor has it that of these characters might get show up in the final edition of the TimeWatch book, bit if not you can probably expect to see them here in about a year or so.

Sunday, February 2, 2014

Halftime Report

Well, not exactly half - of the two RPG Kickstarters I've been following lately, one of them is just over half finished, while the other will hit the halfway point later this week.

You thought this was going to be about football, didn't you? (Art by Aerion-the-Faithful)
Anyway, both of them have already hit their initial funding and are working on stretch goals, and both have initial $1 pledges that give access to playtest drafts, which I think bodes well for their future prospects.

Ending two weeks from today, Iron Edda: War of Metal and Bone is, briefly, a Norse Myth-themed mecha game, with Vikings in magically-animated Giant skeletons fighting Dwarves in more traditional giant fighting machines.

The interesting thing about this project is that, while the initial book is for Fate Core, the stretch goals are all adaptations of the general idea for different systems. The first one of these is Dungeon World, which at the time of this writing is only about $1500 away. At the current pace it's unlikely that any more will be unlocked, but the list is fairly ambitious, and props have to be given to the author for that.

The other project I'm currently looking at is TimeWatch, a GUMSHOE-based time travel game. Saying it like that makes it seem fairly pedestrian, but really in looking over the rules so far it's probably the most successful I've ever seem about making time-travel be integral to play, rather than just a premise explanation allowing for various settings to be used in conjunction with each other.

It does this, ironically enough, by abstracting some of the more mind-bending aspects of time-travel, giving each character a "Chronal Stability" stat that comes into play whenever something paradoxical happens. There's already some adventures and examples of play available giving a good overview of how this all works - those blogged by etheruk1 deserve a particular mention.

Potential TimeWatch PC.
And hey, part of the TimeWatch setting involves psychic velociraptors from a parallel timeline - Dr. Dinosaur would approve.

Wednesday, January 22, 2014

A Trio of Hypothetical FAE Campaigns

Although I'm a big fan of the Fate system, one thing about it I've never been able to properly visualized is how the advancement/character improvement mechanics are supposed to work. It is, of course, perfectly valid to play without having this feature, but I suspect there are a great many who are used to it.

Today, however, I came across not one, not two, but three different examples of how the process could work, using fictional characters as an example. Interestingly, all three use the Accelerated version of Fate, though the examples are applicable across all Fate variants.

First off, we have Luke Skywalker. Posted by Sketchpad, this example breaks each Star Wars movie into three parts, giving examples of various Milestones and even a Major Consequence (that hand-chopping thing). Also of interest to me was the last Stunt taken by Luke - "+2 when I forcefully defend myself from relatives" is, in terms of movie plot, useful exactly twice, one of which inspired Luke to take it. Presumably when the campaign continues this will get changed, but it's an interesting example of how fluid Stunts can be, as when as you read the rules they seem much more permanent.

The other two examples come from a newfound blog called Station53: the first is Batman, by Mike Lindsey, which uses Batman: Year One to show how Milestones can be used to tweak character concepts; and Conan by Reagan Taplin. This one is, in my opinion, the most impressive, as it uses all the Conan stories to build an ongoing picture of the Cimmerian's journey from thief to king. It's also kind of amusing to see the "Sneaky" and "Careful" approaches switching back and forth as one or the other become more important.

All three of these are well worth reading, as they make the prospect of a longer-term Fate campaign a much more graspable concept.

Sean-izaakse shows us the outcome when the latter two characters meet.

Thursday, October 7, 2010

A Sci-Fi Setting Idea

"In the early 22nd century, a colony ship set out from Earth, bound for a nearby star system with a recently discovered Earth-like planet. When the Adventure arrived, the first crew-members out of suspended animation were quick to notice that, although the planet is approximately 25% larger than Earth, the gravity is within a few percentage points of Earth-normal. This mystery*, however, quickly took a backseat as catastrophe struck the vessel. A string of critical malfunctions caused the Adventure to begin sinking slowly towards the planet. Working quickly, the crew managed to bring it to more-or-less intact landing on the surface – but not before several chunks of the population had taken to the escape pods and rocketed off for parts unknown. Several generations later, a wide section of the continent upon which the Adventure landed has been mostly settled (centered on the crash site itself, which has become the location of the colonists' main city), and the Adventurers (for so the colonists call themselves) can afford some time from the business of surviving on this new world to searching for their lost kin."