Showing posts with label Strands of Fate. Show all posts
Showing posts with label Strands of Fate. Show all posts

Wednesday, September 19, 2012

Nova Praxis Review - Mechanics and Chargen

Nova Praxis Art by Andree Wallin
Are you ready to rrrrummmble?  On Monday, we reviewed the setting of Mike McConnell and Void Star Games' new transhuman SF RPG, Nova Praxis. The game is powered by the Strands of Fate iteration of the FATE system. A couple of years ago, Mike McConnell developed Strands of Fate as a more universal FATE engine/toolkit.

I think that game was driven by a desire to clarify and systematize how FATE works. Thar design carries over well to Nova Praxis, so the game should resonate well with traditional gamers seeking a rigorous system  as well as with indie RPG fans who already love FATE.

The mechanics chapter of Nova Praxis doesn't turn FATE into HERO System 5th Edition, Revised either! It's only about 58 pages in total, and the core of that chapter is significantly less, since the mechanics section also covers many special cases (e.g., chases, falls, poison, diseases), the totality of which probably won't come up in play every single session.

I'll try to focus on what is distinctive to Nova Praxis and Strands, and then take a peek under the hood at character generation.

First things first: Nova Praxis uses a 1d6-1d6 dice mechanic rather than 4DF, which produces a slightly wider range of results: -5 to +5. Fans of Starblazer Adventures and Legends of Anglerre will be familiar with this variation on FATE.

Secondly, Nova Praxis reframes the traditional FATE ladder of Effort as a Difficulty scale. Again, not an earthshaking change.How well you do on an action is determined by rolling:

1d6-1d6 + Skill Rank + Modifiers vs. Difficulty

The total net result compared against the Difficulty is called Effort. A variety of  modifiers can contribute to the Effort score, representing such things as environmental conditions, help from people with similar skills, or good equipment. The Difficulty scale provides you with benchmarks for relative success. For example, you will need an Effort of 2 to get a Moderate success with an action.

This is likely to appeal to players and GMs who like traditional target number/difficulty systems and "shift" systems. Other than that, the "hows" of of skill use are pretty similar to other FATE games. Combat, for example, is resolved by a skill vs. skill type roll between attacker and defender. There are four kinds of Stress: Physical, Mental, Social, and System. System stress is important for individuals who are either SIMS (essentially human minds that have been converted into software and uploaded to live on a network) and or such minds when they have been sleeved into artificial bodies known as cybersleeves  and biosleeves.

Consequences come in four sizes: Minor, Major, Severe, and Extreme. There are very clear examples of each level of Consequence for each of the four types of Stress. Mechanically, there is also an important difference between Severe and Extreme Consequences,  and Minor and Major ones. The former two are Persistent Aspects which are easier to Compel. A PC must always pay a FP to avoid a Compel to a Persistent Aspect. This is good mechanically since it creates a bit of a death spiral in which a defender with Persistent Aspects will be more likely to run out of FPs - they will be pushed to make a Concession to end the conflict. There are also very clear rules for healing from Stress and the four different levels of Consequences.

Resources and reputation derived from social status/social networks can be managed using a cool wheel and hub track system for Rep-Ratings. The hub of the wheel is your overall score. Around the rim is a series of boxes like stress track boxes in many fate games.  Bumps (or increases) in Rep-Rating are filled in clockwise. When you have accumulated sufficient bumps to reach the 12 O'Clock position, your overall score goes up by one. Hits (i.e., damage) to your reputation works in the exact opposite way: bumps are erased in counterclockwise direction until you reach 12 O'Clock. Then your rating in the hub goes down by one.

Your Rep-Rating can be useful in many different ways, including acquiring resources and equipment without spending money (this is equivalent to all the gift bags and swag which celebrities receive for free), or leveraging other kinds of favors from people in your social network (for example, getting a higher status community gatekeeper to make a social connection for you). It looks like a cool mechanic that could be adapted for other FATE RPGs. It really emulates quite handily the media-immersed social environment of this world, and some others I can think of like Trinity and Aberrant.

No less importantly in a transhuman RPG the mechanics cover things like resleeving (i..e., downloading your mind into a new cybersleeve or biosleeve), forking (the odd situation in which two copies of mind simultaneously exist in different bodies, and merging (in which forked selves are re-integrated into a single mind). Each of these experiences can cause trauma (i.e., Stress), which is experienced as a mental attack.

On Friday we'll take a detailed look at the character generation system. To give you just a taste today, with Nova Praxis you can create three types of characters:

  • A Pure, a relatively normal human; 
  • An uploaded SIM that lives on the network (and which can interact with the world though pervasive Augmented Reality systems and drones); or 
  • A Sleeved, a mind that has been downloaded into a cybersleeve or biosleeve. 

There are three strategies for allocating skills. You can create a Specialist, an Expert, or a Generalist, which is the gradient from having a highly specialized skill set to having a relatively broad, generalist skill set. Some of the skills are similar or common to other FATE systems, while others are rather unique. A few examples of new or variant skills include:
  • Cohesion: mental stability and sense of self. This helps you deal with psychological trauma such as that associated with resleeving. (And yes, this is kind of Resolve-y, but a much more genre-appropriate skill name)
  • Networking: which comes in two flavors, one representing the media-dense, highly networked culture of the Houses (megacorporations) and one representing the more libertarian culture of the Apostates
  • Engineering: which comes in both Hardware and Software types
  • Guile: just what it sounds like!
  • Mnemonics: which covers understanding and treating software minds, and operating resleeving facilities
Next are Advantages, which covers special abilities and special applications of Skills. More on all of this and Gear next time! 

Monday, September 17, 2012

Nova Praxis Review - The Setting


The transhumanist SF FATE RPG Nova Praxis is a very welcome addition to the FATE family!  It's going to become my go-to system for near-future transhumanist stories with conspiracies and intrigue. 

Mike McConnell of Void Star Games made a name for himself a couple of years ago with Strands of Fate, a complete generic/universal rebuilding of the FATE system. I do believe you can run anything with it, from Clan of the Cave Bear to Call of Cthulhu to Battlestar Galactica. While I haven't yet run something using Strands of Fate, I admired Mike's effort to create a generic, gearhead-friendly implementation of FATE, my favorite game system. Strands is a game for building other games.

Which has now happened.

With the upcoming release of Nova Praxis, Mike McConnell's new transhumanist SF game, we now have a complete RPG powered by Strands of Fate.  And no fears, you don't need to buy Strands to play this: Nova Praxis is a complete RPG with a rich setting and a streamlined version of the Strands system.

Even better, it's a game I want to play.

Mike McConnell was kind enough to share a Beta version of the game with me. Today, we'll look at the setting. Wednesday, we'll come back and look at the system itself and at character generation. We'll round out our exploration of the game on Friday.

Let me say for starters that I have followed transhumanist RPGs for a long time. The first one was Phil Goetz and Anders Sandberg's Men Like Gods, which was published for free in the mid-90s online. That game was very inspired by the two thinkers that gave birth to the core concepts of transhumanism, physicist J.D. Bernal, who authored the seminal transhumanist work "The World, the Flesh and the Devil", and philosopher and science fiction author Olaf Stapledon, author of The Star Maker and many other works with a grand SF vision.

 Next in the lineage was GURPS Transhuman Space. With its stunningly beautiful art by Christopher Shy, Transhuman Space painted a near future setting with corporate and political intrigue in our solar system. Next came Eclipse Phase (another near future game with stunning art), an explicitly left-wing game with a catastrophically ruined Earth, numerous factions and conspiracies, and a much darker feel. As a counterpoint to this we have Sarah Newton's FATE-based Mindjammer (with a second edition on the way in 2013) with an incredibly far future, relatively optimistic setting inspired by Stabledon and Cordwainer Smith.

All of these games are strong offerings. But, in contrast to the fields of fantasy, horror, and space opera gaming, if you want to run a transhuman SF game you have only a few options. Having another option helps open the field a bit!  And having two different transhumanist FATE games is great, as the mechanics can cross-fertilize.

But back to Nova Praxis.

The game's present day is 2140. Earth is no longer habitable; it has been contaminated by a nanoplague called a "technophage": essentially a runaway weapon released in 2112 by one of the two great powers of 21st Century Earth.  It was an intelligent weapon that - oddly enough - refused to switch itself off.  As a result of the devastation unleashed by this weapon and the war that preceded it, some 3 billion people have died. Fortunately, millions of humans made it off world - thanks largely to the actions of corporations that stepped in when governments didn't. Humanity has been forced to adapt (thus the "Nova Praxis" title, which means New Practice or New Way of Doing Things) - and it has.

But let's back things up a bit. The world got interesting around 2042. A singularity occurred in the form of an Artificial General Intelligence - a self-aware machine that began to evolve and innovate, exponentially. This machine, interestingly enough called Mimir, developed the material basis for most of the technology that followed over the next century: nanotechnology, compilers (molecular assemblers), Nano-Swarms (nano clouds that can configure and reconfigure themselves to create smart objects), the Mindset (which converts the human brain into a network of nanomachines that can be backed up, leading to Apotheosis or virtual immortality), the ability to download and back-up the Mindset, Sleeving/Resleeving (downloading the Mindset into a cybershell or bioshell), and more. In short, everything you'd need to develop a post-scarcity society.

But things aren't that simple. Unfortunately, Mimir inexplicably shut down permanently only a short time after emerging and leaving humanity with all the new technologies. Are there poison pills among the designs? The players will have to figure that out!

And then there's the Coalition, the new post-Earth, post-war government uniting many different space habitats and planets. Although everyone in the Coalition has a guaranteed minimum standard of living, not everyone in Paradise is happy with it. That's because the price for a post-scarcity society is the need for constant personal Reputation management. You gain access to greater social resources by doing things that other people rate as of social value. Your Rep can go up or down, and there are PC mechanics for this that regulate access to social resources and more.

In the Coalition, you also have to make peace with living under constant surveillance from AIs. And when you look under the surface of things, there are factions and competing agendas everywhere, including:
  • Purists who are opposed to transhumanist technologies;
  • Purifiers who use terrorism to advance the Purists' objections into practice; 
  • Apostates who reject the post-scarcity social contract of the Coalition, in exchange for a more dangerous and libertarian life on the margins;
  • Government by corporations called Houses, whose employee-elected representatives serve in a Senate. The Houses put up a front of unity, but are constantly fighting with each other behind the scenes for advantage, power, and resources;  
  • Remnant forces representing the former belligerent powers behind the war that destroyed Earth;
  • Posthumans, also known as Aberrants (ahem!), who seek to transcend the limits the Purists have imposed on transhumans in order to avoid the emergence of a post-homo superior;
  • A variety of religious factions, including surprisingly relevant Cartesians (my call on that!) called Astralists, and even a sect dedicated to the Artificial General Intelligence Mimir.
As should be obvious by now, the history and setting are complex and take some digesting. The information is presented in different ways, including essays, a historical timeline, and profiles of the planets and space habitats of the solar system, as well as descriptions of exoplanets (the setting is near-future SF but humanity has made it to the stars), and various factions. This is all front-loaded; the mechanics don't start until page 72! All-in-all, plenty going on in the world of Nova Praxis, and plenty of conflicting agendas and conspiracies for PCs to get caught-up in! 

Join us on Wednesday, when we look at system and character generation!