Showing posts with label m-space. Show all posts
Showing posts with label m-space. Show all posts

Sunday, October 1, 2017

A Simple Set of Agency Rules

Mission Start!
Between the M-Space campaign I'm running on Wednesdays and the hours I've sunk into XCOM 2: War of the Chosen, I've come up with a simple set of rules for my players to run their Scout agency. This is for sending out fire teams of explorers and troubleshooters to do some side missions while your team does the cool adventuring. Great for frontier exploration campaigns, but you can tweak them to be for scientific research, surveying, and even war and trade. Made with M-Space and Mythras in mind, but I want to make one for Traveller/Cepheus Engine.

The link is here. Tell me what you think.

Thursday, September 28, 2017

Space Governments Musing

In its most simplistic explanation, a government and its effectiveness in maintaining security and loyalty over its citizens is dependent upon transportation and communication. As all have improved, it's been possible for nations to grow larger, keep their holdings, and maintain their borders. Once you get into space, however, geopolitical borders and control go out the window. This is especially true the slower you make transportation and communication between two star systems. If everything is done with wormholes (or any relatively short hyperdrives) and instant ansibles, then it's a lot easier to have sector-spanning star empires. It's easier to get military ships to defend your planets from pirates or enemy alien attacks. You can send supply aid quickly in case of a natural disaster. Or, you can stop those damn space Yankees from revolting and throwing your supplies of space tea into the space Boston Harbor.

But, the slower things are, the harder it is to maintain security, loyalty, and control. So, if you have something like Traveller's jump drive, it's going to be more difficult to set up the big grand empire. In a setting where travelling to a star can take a week or more
per parsec, you would need a less centralized government to keep your outworlders happy about their independence, but planetary governors to keep them loyal to your government. A standard unitary sphere couldn't work like that. So what kind of governments could you see in such a setting? Luckily, a lot of this can be seen in settings like the Third Imperium of Traveller, as well as several of the 50's to 70's sci fi that inspired it and many modern takes on the space opera genre.

A note here. I'm no political scientist. I'm just a cook that has an interest in sci fi cultures and politics. So these are just rudimentary explanations done with the intent to provide interesting ideas for sci fi games within the constraints of a slower FTL drive. They aren't meant as a treatise on why one is better than the other.

Anarchist Communes

This is one I see a lot in transhumanist RPGs and literature, such as Eclipse Phase and The Culture series. Essentially, due to the vast distances and time that transportation and communication must cross, enforcing control over a planet is difficult. So these planets have to make due on their own in a lot of cases. Now, this really can only work if either there are a lot of resources available on the planet, or they have advanced mining and nanofabrication machines that can literally print what they need. If you are lacking either of those, then the colony is entirely dependent on either their patron, trade, or neighbors. Still, it's an interesting culture to see in space, and one that can be pretty alien to many of your players.

Feudal Empire

Whether it's Dune or Traveller's Third Imperium, a feudal space empire dominated by houses is another possible government that one could see across the vast gulfs of space. One could see it as a fairly decentralized monarchy, with each planet owned by a house of nobility. There would be a great deal of tradition and honor laws to keep people loyal to the capital world, and the capital world would have to have a large space fleet to keep a good military presence. Basically replace tithes and levies with taxes and militia prospects and you've essentially got a cool and interesting space empire.


Republic Confederation/Federation

With this, much like Star Wars's Galactic Senate, you have a union of worlds that want to retain some independent government over their planet and holdings, but still have an overarching government that runs things between the members. Stuff like trade and economics, social and civil rights, law and order, military, and foreign policy. The overarching government is the federal government, while the individual worlds would be the world government. People in America are fairly familiar with the federation, while a confederation is more decentralized. This puts more power into the world government and they are more likely to be different governments from each other than in a federation. Unlike the feudal system, where the members are all subordinate to the capital, the federation/confederacy members are generally equal (at least on paper). People in these federations would be united against a major threat. Think something like the Klingons and Romulans, or the Zerg in Starcraft. Because of the remote distances and transportation times, sticking together against enemy empires is a good reason to form a federation.

Free World Alliance

Similar to the federations and confederations, an alliance is a cooperative union of planets that remain very independent and under control over their own populace, but have banded together for mutual defense or economic trade. Unlike the federation, this one is much looser and laws (usually called treaties or accords) are decided on by the members. This can be mutually beneficial, or it can lie more in the realms of realpolitik, with each trying to get the most from their relationship with the least give. An alliance is great because the worlds can be completely different governments and cultures from each other but still be together. So players can go to a monarchy one adventure and deal with social intrigue and nobles, and the next, they can deal with someone tampering with the bureaucracy of a republic's elections. Worlds would unite either for resource trading or to go against a common, but less powerful enemy. Like pirates and raiders, or other free worlds looking to exploit them. Maybe even a budding galactic empire looking to grow quickly.


Trade Empire/Cartel Plutocracy/Kleptocracy

This is a set I like. You can have a group of worlds united under several different companies, corporations, and conglomerates. Each planet is a client state under a specific corp rather than a government agency. Perhaps the government of the capital world prefers the private sector to fund colonial and trade efforts. Or, perhaps you can go full cyberpunk and the government is bought out by the different corporations at the expense of the citizens. Or maybe they simply are the government, with CEOs also holding government positions and social mobility being very limited or non-existent. Or perhaps the government retains control, but focuses less on claiming holdings for themselves and more on setting up trade agreements for either mutual or personal benefit. These could be balanced for the benefit of both parties, focused on the benefit of one, or the detriment of the other. Think Venice or Portugal during the Age of Discovery, or England and America during the 1800s with their aggressive trades with China. You can actually go a lot of ways with this beyond the usually evil megacorps you see in cyberpunk. The groups of corps in similar industries could form a cartel that controls the price of their exports. It'd have to be something not readily available or some sort of service or luxury (or even drugs). If you really want to make them the bad guys, you can have them form a kleptocracy, where they steal from their own people to supplement their own expenses. These worlds can be great for games of traders, political intrigue or, for the kleptocracy, rebels trying to overthrow their government.

That's all I have. I'm actually using a lot of these ideas for my current sci fi game that I'm running on Wednesdays. I like being able to add different types of planets and governments to make them feel like the players are entire a different world. I've actually had a lot of fun making the Trade Empires and Cartels in my game. What are some other empires and governments one could see in a sci fi setting of slower FTL ?

Sunday, July 30, 2017

Styles of Aliens

So in the last post I talked about aliens and how many I wanted and such. I think the important part about aliens is how strange should we make them. There are all kinds of alien types out in science fiction, some made to be more familiar to us humans and some meant to be mind boggling strange. In M-Space, they have a Strangeness meter about them that shows how different an alien is from the baseline of an Earthling. It goes from 1 to 100, where 1 is practically a human, 50 is some where in the middle, and 100 is really really strange. I've actually used that in many of my games since, including Stars Without Number and Cepheus Engine. It's a really handy tool to gauge your aliens. So I made up a little silly scale for people to use when making their aliens, based mostly on Hollywood special effects



Stage One: Big Ears/Ridged Foreheads (BERF)
Strangeness: 1-25
SFX: Makeup and a mask

This is a common one to see in a lot of media. It's familiar to the players since the aliens look so much like humans, and easy on the budget both for Hollywood and the GM. Sometimes it's something really low key, like different markings on the skin, or something more like pointed ears or antennae on the forehead. I've always liked blue aliens, so the Andorrans were always pretty cool to me. Star Trek is big on this obviously, as are many of the aliens from Stargate, Eldar from WH40K, and some of the aliens from Defiance.



Stage Two: Actor in a Rubber Suit (ARS)
Strangeness: 26-50
SFX: Rubber Suit, Some Prosthetics and Make Up, A little CGI

This is the sweet spot for me in terms of xeno sophonts. The ARS still have a mostly humanoid body, but are different looking enough to make them feel alien. Most of the Mass Effect aliens are like this, as are some of the Star Wars aliens.



Stage Three: Complex Alien Puppetry (CAP)
Strangeness: 51-75
SFX: Complex Puppets, Some CGI, Stop Animation, two or more people operating it

The CAP is where things get pretty strange for the aliens. This is where you get quadrupeds (or hexapeds or more [or less]), strange alien limbs and heads, and other unusual, but recognizable shapes. A lot of the original trilogy Star Wars aliens are like this, as are some of the Xenomorph from Aliens, and Farscape. God I loved Farscape. While not strictly alien, many of the monsters in Ray Harryhausen's Dynamation films could also be under this.



Stage Four: Undeterminable Sapient Lifeform (USL)
Strangeness: 76-100
SFX: CGI, Film Tricks, Animation

This is the weird stuff. USLs are aliens that don't look like anything we as humans would identify as life. Clouds of intelligent plasma, sapient suns, living techno-organic metals, creatures of living energy, or shadow monsters can definitely fit the bill. What's important is that the alien is truly alien, Some good examples are The Blob from the original 50's movie, the shapeshifter alien from John Carpenter's The Thing, the Shadow Aliens and Sun Alien from Doctor Who, the C'Tan from WH40K, and the ELS from Gundam 00 Awakening of Trailblazer.


This post marks the 30th and last post in my 30 Days of Blogging Till I'm 30. It's was an interesting and fun thing to do, though I'm kinda glad it's over now. So now I'm going to take a break and enjoy my 30th birthday tomorrow.

Saturday, July 29, 2017

Twenty Parsecs: Aliens

I've been rummaging around in between my two long weekend shifts. Stayed too late at work and woke up too late to blog about anything substantial. Tomorrow is the end of my thirty day challenge, and I promise to have something longer and with more meat in it. So aliens.

I'm wondering how many aliens I want in the game. I'd like the scope to feel a bit more personal, so I kind of want to do what Starcraft did and have just two aliens, or even just one. Keeps the setting more tightly knit I feel, and allows me to really sit down and detail more about the aliens. Much easier when there is only one or two, rather than ten or twelve like your standard space opera.

Friday, July 28, 2017

Twenty Parsecs: The Commonwealth

Korhal, the capital of the Terran Dominion in Starcraft
One thing that I've been rummaging through my head is how I want the Commonwealth of Free Planets to feel like. I definitely want to keep a frontier feel about it, but at the same time, I do want points of human and alien civilization so that I can have interesting urban and political adventures. For this I've found a great deal of inspiration with Starcraft, the implied setting for D&D 4e, and the TTRPG Clement Sector.

Both are settings that take place out in a frontier area and have their fair share of worlds to explore and colonies to meet with. But they also have that 'points of light' style of campaign where you can have large capital worlds that the players can run through for fun. So using Starcraft's Terran Confederacy/Dominion as an example, for every Korhal capital planet out there, you'll have plenty of Mar Sara backwaters out there for 'lawless adventuring'. Which to me, is the core of exploration. Lawlessness and lack of social rules and etiquette so the players can (and many times have to) use their wits to overcome difficult obstacles. While the points of civilization are mostly safe havens until trouble happens (or they go looking for it). Then they have to use the same wit and canny but with the limitations of the social center they are in. Which to me, can bring about the most innovation and ingenuity from players. Conflict + limitations = ingenuity.

So the Commonwealth have been there for centuries. With a decent enough population growth, I see most of the Core Worlds with a population in the tens to hundreds of millions. Most would be centered around the first colony of the planet, with many of the later ones acting as satellite cities. You'd probably have the occasional colony far away for reasons unknown (resources, religious, or simply tired of the main colony's shit). Leaves plenty of undiscovered wilderness on the planets for intrepid players to explore, while still having cities for other adventures. I'm thinking five main core worlds would be good enough, with the oldest being the most populated and probably the capital. Soon I'll have to give these planets names and maps, but for now, it's a bit up in the air.

Tuesday, July 25, 2017

Campaign Space Ship: NECI Sigrun

This here is the spaceship that my players have been using for their game of M-Space. While it's mostly just been a plot device to get to the planet from the Ark, this time around, it'll get put through its paces in actual space combat. For those more knowledgeable of M-Space, you'll notice that the speed, engine power, and armor is low. This is to represent a lower tech ship on the cusp of achieving fusion drive, somewhere between Traveller and Orbital 2100. Many of the added stats like tonnage were mathematical formulas I used to convert Traveller stuff to M-Space.

I plan on working with either Blender or Unity to combine the 3D models of the ships and planets to make cool landscapes with them. It's something my players certainly will like. 

NECI Sigrun (created using the Galactic Civilization III Ship Builder)

New Earth Colonial Initiative's Sigrun

Pathfinder-Class

Size: 58 (290 Tons, 52 meters/170' 7" long)
Armor: 2 AP
Speed: 5 (Delta V: 80 km/s)
Handling: 3
Distance per Month Traveled: 200 Mkm
Fuel per Month Traveled: 3 tons
Fuel Capacity: 10 tons

Named% chanceHP
Cockpit 1-42
Engines, Thrusters 5-135
Engines, Maneuver 14-225
Sickbay 23-304
Crew Quarters 31-409
Cargo Hold 41-455
Railgun 46-471
Railgun 48-491
Engineering Lab 50-511
Crew Common Area 52-668
Hanger, Rover67-744
Hanger, Shuttle 75-9210
Sensors 93-1003

The NECI Sigrun is the premier spaceship for the Initiative Scouts. It is outfitted with two railguns for defense, a standard nuclear thermal rocket, and a life support system to last a crew for six months. The Sigrun has a connection to the ark AI, Noah, for information and orders from the higher echelons of the NECI. Able to traverse 1.3 AU in a single month and scan for all kinds of minerals and chemicals to locate important resources for the survival of humanity. The Sigrun can fit a standard crew of 9, including pilots, surveyors, and an engineer, all of which crossed trained to be survivalists, scientists, and security for the planetside away team.

Monday, July 24, 2017

M-Space Campaign


This coming Wednesday, I'm continuing my M-Space colonial campaign by using the above module with some changes to the adventure here and there. The main focus isn't going to be on the alien, though it will play a large part in harrying the players. The focus will be on the ship itself and a crew member cryogenically asleep in there.

While my game has been more of a episodic sandbox of exploring a hostile planet with a lethal atmosphere, there has been a sort of metaplot that the players have found. Some context. The players were on an ark leaving a dying Earth for a new planet through a wormhole. The plan was to set them there, set up shop, then bring resources back to Earth to help everyone survive. However, the ark stayed in the wormhole for 86 years before letting the players out, then closing forever, leaving them stranded away from a now dead Earth. As the players explored the planet, they found a crashed human ship called the FEI Icarus, despite the fact that the PCs were the first to make planetfall. Whats more, is that the spaceship has a more advanced power plant and an unusual engine in it that is more advanced than anything the player's or their colonial initiative has. 

So the question is, who are these humans and where did they come from?

In the next session, the players are going to the second planet of the star system to investigate an unusual radio signal. What it'll end up being is the sister ship of the Icarus, the FEI Iapyx. Inside will be the discovery of a lifetime for them. Evil hydrocarbon aliens, a rogue AI protecting the Iapyx, and the only living crewmember of the Iapyx, trapped in cryostasis.

The discoveries the players make will be this:
  • Earth and humanity still live on! Though in a much different state than they left it.
  • The Iapyx and Icarus were ships testing an Alcubierre warp drive that sort of worked, but left the Icarus marooned on the planet the players were on, while the Iapyx simply got lost.
  • The warp drive and the fusion power plant can be retrofitted by the player's engineering after some time.
  • The players are on the other side of the galaxy.
This will advance the metaplot by a great deal, and it will give the players a chance to upgrade their spaceship to take them beyond the confines of the stellar system. Just gotta do some more stuff for the module Wednesday and I should be a-ok. I plan on having the crewmember in stasis for a time due to health reasons, before revealing more about the state of Earth. But in the distant future, I do plan on having the colonies encounter Earthlings. And it won't be pretty.

Saturday, July 22, 2017

Twenty Parsecs: The Setting in Broad Strokes



Was thinking a bit more on yesterday's article a bit more. I feel I should amend something. I guess while I love just about all sci-fi, it's space opera that really does it for me, alongside spacefaring hard sci fi. Military sci fi doesn't do it for me much anymore, but I partially blame its overabundance. It is a common theme since in many ways, that would be the future equivalent of the D&D adventurer. Can't really blame it honestly, since it really works. And, any time I say the word 'space marine', I get a litany of Warhammer 40k quotes about burning heretics and never suffering xenos. Gets old hat quickly. Cyberpunk is a mixed bag for me, though I love some of its tropes appearing in some Transhuman fiction. 

So, Twenty Parsecs. How do I imagine it? I'd like to subvert a lot of the expected tropes used in sci fi. First thing, no colonies vs homeworld. At least, not at the beginning and not as the main focus. I've seen enough Expanse and Gundam to last a lifetime, so I don't feel the need to do a spacer revolution for this. Rather, I want this to be about two cultures, separated by the vast gulfs of space and time for centuries, reconnecting and the trials and tribulations that come from it.

The first is the Commonwealth of Free Planets, a confederation of five core human worlds that exist 20+parsecs away from Earth. Each one was part of a generation ship many centuries ago, though most of the common folk have long forgotten that past. The planets have been united under a common lineage but have, over the years, changed enemies and allies alike, like squabbling siblings. Still, they get along enough with themselves and their alien neighbors these days. Many of the survival protocols set from the onset of the colonization program almost a millennium ago have become almost doctrine. Survive, reproduce, build, adapt. The planets have, until recently, looked inwards to ensure their own survival, but the last couple of decades have seen them finally branching out beyond their cluster.

Then there is the Republic of the Earth Cluster. Like the Commonwealth, the Republic is made up of several core worlds in the Local Star Cluster, but much more united under a representative democracy. With their own history has been several eras of war, peace, and a futile attempt at keeping an interstellar empire centered on Earth. Now, Earth keeps a light touch on its outer colonies, though still remains the capital and in charge of their Republic. Unlike the Commonwealth, Earth has yet to find sapient life forms. In many ways, this gives them a more humanocentric view on the galaxy when compared to the Free Planets, who regularly trade with, befriend, and make war (or love) with aliens. 

There will definitely be more culture shock differences as I flesh them out, but I think the key adventures would lean more on social intrigue and on planet adventures. I'm not too keen on wilderness exploration as a major focus, only because my current game is already all about exploration. Plenty of room for city and spaceport adventures for the players. Of course, I'd like to have a main conflict in the setting, as a sort of metaplot I can fall back on when the more episodic adventures run their course. Maybe most or all the players are all Earthlings that are the first to enter Free Planet space. This would allow them to rub shoulders with the leadership of the Free Planets while still able to have adventures with the common folk. I'll have to think about it a lot more.

Friday, July 21, 2017

Sci Fi Setting Idea



For as long as I can remember, I've always loved sci fi. Books, movies, video games, and RPGs. While my desire to play or run in a fantasy, superhero, or other RPG game has always waxed and waned over the months, I'm always in the mood to run or play some sci fi. There's just something about exploring new worlds, encountering new aliens, and dealing with new technologies and cultures that has always spurred my imagination.

I'm currently running an M-Space colonial game, where the players are on an ark colonizing a hostile new world to ensure the survival of humanity. It's been a fun and interesting ride, and I've been blessed by some of the best players a GM could ask for. Still, I always like to brainstorm new ideas for future campaigns, especially with the Microscope game I wish to do, and this is one that I've thought about a bit. Here is one.

Twenty Parsecs

Humanity has, through the use of slow generation ship, colonized many of the planets outside of the Local Interstellar Cloud. Through long gulfs of space and time, they have lost contact with Earth, their homeworld simply becoming the place of legends and folklore. That is, until recently, when a space exploration vessel has crashed on the rim world Morning. The locals have discovered a real, bona-fide Earthling in their midst. What happens to Morning and the other colonies when this discovery is made? And is this the only Earthling that made it, or simply the vanguard of a larger force?

The name comes from Asimov, who calculated that at 20 parsecs, you can no long see the Sun in the night sky. The idea behind this is a political and locale adventure where the world as the players know it is being turned upside down. Earth, the fabled cradle of humanity, is real, and this is something that can shake the very foundation of the Union of Free Planets. Some may accept them with a cautious curiosity, while others may see the explorer(s) as a threat to their identity and independence. Whether or not the Earthlings come in peace, I haven't decided. I like the idea of keeping them mysterious and different, as it will have been several centuries since humans left Earth. I prefer a bit more of an optimistic theme for this campaign, but with the lingering fear of an unknown friend or enemy. I haven't decided on whether there are aliens here or not, but if there are, I prefer them to be crazy lifeforms, not humans with different ears and foreheads. I'd probably stick with M-Space/Mythras combined, with some elements of Traveller/Cepheus Engine thrown in there. Though I have been tempted to go back to Traveller for nostalgia sake.

There are other ideas I have for settings that would be fun, but I'll detail them another time.

Thursday, July 13, 2017

Sci Fi Planetscape: NESS 02

Planet created using Grand Designer

Above is the second planet in the solar system of my M-Space game, but this can be useful for any game out there that needs an airless, volcanic hell hole. The planet's geologic activity is beginning to slow down and many of its volcanoes are now simply dormant. The mountain peaks etch around the surface, with darker basalt mares stretching between them. Several micrometeor impacts dot the surface, with a couple of larger impacts from the past here and there. 

Landmark Tags

"Continent Sized Basalt Mares"
"Long Volcanic Chains"
"Massive Impact Crater at Equator"


Possible Adventures Here

In orbit lies a sort of elephant graveyard with ship-sized corpses of alien space whale. Their bones have a lot of helium 3 stored away that could make a killing.
One of the mountains has an ancient volcanic base inside. Alien origin, what wonders could be held here?
Water is found deep in the equatorial crater. Could there be basic life here? Or maybe pirates are hiding out here, waiting for an unsuspecting miner.

The planet is designated NESS 02 in my game as a way to keep it a blank slate for my players to name it. All of the planets have this designation for that reason, with NESS meaning New Earth Sky Survey. While it may sound boring, that's mostly the point. To encourage my scouts to make some cool names for their new system.

Below are some more maps. One more gameable, and the rest more for looks and decoration. I'm still looking for a method to make the texture map a dymaxion hex map like you see in Traveller/Cepheus Engine. I think that might simply not be possible without some severe editing skills in GIMP.

A mercator option that's more useful for a game


A normal and holographic orthographicl map of NESS 02

Wednesday, July 5, 2017

Stocking a Solar System's Sum of Stunts and Stories

My current game is a science fiction exploration game, where the players are scouts surveying their new home and getting it ready for colonization. One of the things I've done is that right from the get go, the players have a spaceship that can take them anywhere in the new solar system. Here, there are seven celestial bodies that the players can blast off to. Many of those are either jovian or ice giants with tons of moons to look at. Add in all kinds of asteroids, comets, and other stuff floating out there, and you have a great deal of sites for adventures and discovery.

Of course the difficult part for this is how do we stock all of these for adventure? Much like a standard hexcrawl, you have all kinds of adventure, ruins, and obstacles that are keyed up and ready for the players to stumble upon. However, things get a bit more difficult because now we are dealing with the planetary scale. Planets, moons, hell, even asteroids are much bigger than your standard hexcrawl map. Stocking an entire planet of adventure like that simply isn't viable, let alone an entire solar system. Luckily, I have my way of taking care of that.

First thing I like to do is end a session asking what the players want to do next. It doesn't always happen, as sometimes I like to through stuff at them to react to next session as a cliffhanger, but it's nice to know where your players are going to next. That way you can simply prep for where they are going. So if my space scouts want to travel to Chicken Island next session, then I know that I can prep stuff specific to that area and I won't be wasting any time when I do it. Pretty basic stuff. Still, it's nice to have some stuff ready to roll when things happen in the middle of a session, so we turn to my rule of threes.

For each celestial body, I have three landmarks and three possible adventures, made from three words (a verb, adjective, and noun). We can usually describe planets with 2-3 landmarks or interesting things easily, especially if they aren't Earth like worlds. For example, Mars has red sand, Olympus Mons, and several canals across it. Jupiter has the Great Red Spot, intense radiation, and a great deal of gravity to contend with. I generally write these as tags like you'd see in FATE or DW. All of these can be the source of adventure, or simply add complications to another adventure on the same planet. Imagine trying to rescue a hydrogen freighter in Jupiter, but you have to save them without getting caught in the gravity well yourself. And the good thing about being in a sci fi genre is that thanks to future tech, players can scan for a lot of the potential sites of adventure from their CIC in orbit. So these landmarks can be made readily apparent and easy to spot. It does tend to simplify each planet a bit, but luckily, that's where the 'three words' come in.

So for me, three words are just me generating a verb, adjective, and noun. So for example, I simply will have 'Destroy Large Generator' as an adventure seed. From there, I flesh it out as I see fit. Get creative with how you interpret the seed. For example, your generator could be the fusion power plant on a space ship, a solar generator on an asteroid base, or even the wide leaves of an alien plant that feeds and powers a hive of plant-bugs. It's sci fi so go crazy with it! What I like to use are these verb, adjective, and noun generators for free. But sometimes that gets you some weird combinations that are hard to work with (Quoit Micrococcal Tracheitis?). One thing I use a lot of for developing adventures on the fly are Ennead Games's Adventure Generator Sci Fi and the GM's Apprentice Sci Fi deck. But, as great as those are, you can still keep it free. And you don't even have to use three words. Images are a great way to get some vague icons and interpret them how you wish. I know I've seen a lot of good stuff about Rory's Story Cubes, but if you don't have the scratch, I like using Tangent Zero's Dice for that. I like to roll three or four and have that as my main adventure. Hell, I'll even use a set of tarot cards I have to give me a good set of twists. The important part is, you have a good improv generator that will give you just enough structure and inspiration to craft a good adventure, but vague enough to allow for your creativity to kick in.

Putting this all into use, in my game, I have an extremely hot planet close to the sun. For its three landmark tags, I have "Large basins and mares", "Huge chains of volcanoes", and "One massive crater at the equator". The first landmark is almost like a safe zone for players to land at, but can also house future adventures (things hidden under the basalt flats? a colony appears there and stuff happens?). The second adds the danger, but can have a high reward. There's lava and high temperature everywhere, but there's also a hidden ancient alien facility in the volcano with secrets and mysteries inside. The third is a definite adventure site. What caused the crater? Was it an impact or an explosion? A landmark that makes the players ask questions about it will hook them line and sinker.

From there, I have three 3-word sentences that I generated. "Survey Massive Graveyard", "Destroy Alien Facility", and "Aid Strange Rival". For the first one, I decided to have an orbital graveyard filled with the corpses of large, spaceborn aliens. The second one has that alien facility in the volcanoes. The third one was a bit vague, so I added more using Tangent Zero's dice and created an adventure where the players and a rival scout group go through an old space hulk looking for stuff before the others do. But, things go wrong and it becomes a fight for survival as something vicious lurks in the hulk. Or, thanks to a little Kessler Syndrome, the players and rivals are separated from their shuttle and now have to try and escape the space hulk as it careens into the planet. I like to keep it flexible for this one, as either can be fun. 

There we go. That planet has a decent amount of adventure for a good while, and if they ever want to go back, I can always add more to it. As for the rest of the solar system, it can still be a bit daunting. I generally prep a cache of landmarks and sentences for each body, and then detail it at a later date. Luckily, limits in space travel in my game make it to where the players will generally eyeball the closer planets rather than the far off ones. But with PCs, you never know what they'll do! I also really add specific tags to important bodies. So planets, some moons, and asteroids that are big enough to be interesting (like your Juno and Vesta). But it's good to have some generic sentences and landmarks in case they land on some random Trojan asteroid in Jupiter's orbit.

There's a bit more I do inspired by ACKS, but I think I'll save that for another time. For those that run any sci-fi space-faring sandboxes, how do you set up your adventures for your players? 

Monday, March 6, 2017

Sci Fi Game Starting Sunday

So for the last couple of months, I've been building a sci fi game that I have been wanting to run eventually. I was waffling around with different gaming systems and have finally settled on what I want to use. I recently picked up M-Space, which looks to be a really cool system for doing some science fiction gaming. So this Sunday, I will be running my first M-Space game with my girlfriend and some mutual friends. Should be interesting.

The Game

So for this, the game is going to start fairly simply. The players are all crew members aboard a bulk freighter that runs cargo between Earth and its colonies on Mars, Luna, Venus, Ceres & Vesta, and the various orbital habitats. There is a cold war brewing that is pushing everything to the brink. The Earth is still a fragmented group of nations that all are trying desperately to hold onto their colonial outposts, while the colonies are trying to wring free from their distant masters. Things are getting heated and the players will get drawn into a terrible and dangerous conspiracy.

The Players

So far, I have my girlfriend playing a fist fighting space engineer, one friend playing the pilot, and a third friend who hasn't quite decided yet. I made a character just to get a good feel for the system. He's an ex Army combat medic that now is the crew's doctor/body guard. 

M-Space looks like a lot of fun. Took a little reading to grok it, but I think it's a fairly intuitive system so far. We're doing the simplified combat for now, though I'm sure once we are used to the system, we can graduate to the more advanced stuff.

I'm curious to see what other's opinions and experiences with M-Space and Mythras have been. Especially when it comes to designing encounters for players, since this will be my first ever d100 GMing experience.