Wednesday, December 26, 2012

The Destruction of Vulcan

http://www.startrek.com/

Some good came from the Destruction of Vulcan. A Unification of sorts occurred as some of the 10,000 space borne Vulcan survivors settled on worlds in the Romulan Neutral Zone. The Romulans proposed it; many of the Vulcans agreed; the Federation stood by and watched. A cross border trade emerged, with Vulcans as the intermediaries. This in time led to numerous intelligence breakthoughs for the Federation.

Some Vulcans even went to Romulus itself. It was an unpleasant surprise when the U.S.S. Intrepid and its almost entirely Vulcan crew defected to the Romulans. Negotiations dragged on for months, but the Federation never got that ship back. The few human crew were returned after months of subspace negotiations.

The Destruction of Vulcan freed many Vulcans from the oppressive Yoke of Logic, as some later called the old ways. The psychic pressure of billions of Vulcans sublimating their base drives was suddenly gone. Many Vulcans moderated their approach to logic; Vulcans were seen to smile again.  Pon farr disappeared, and Vulcan romantic patterns and mating habits soon harmonized with their more passionate Romulan brethren.

Vulcans of the Diaspora pursued many different ways of life. Some were traditional: teacher, trader, philosopher, scientist, monk. Some were new: prophet, courtesan, mercenary, smuggler, spy. A few forged the fearsome Trade Alliance with the Ferengi.

In the decades to come, no one ever took a Vulcan for granted again.

Here is a rendering of Sovak, a Vulcan smuggler-spy, 
using the current draft of FATE Core.


SOVAK, Vulcan smuggler-spy

ASPECTS:
High Concept 
  • I can get you anything you want
Trouble
  • There's always extra room in my hold
The Phase Trio: Sovak was one of many Vulcans who sought new opportunities in the Romulan Neutral Zone. He gained a reputation for his ability to get anything for anyone, and soon both the Romulans and the Federation were trading with him - for both trade goods and secrets. A few bad deals made him a wanted man on both sides of the Neutral Zone. Fortunately he has friends like the human swindler Harvey Mudd, and the Romulan Subcommander Talina Shovaz to help him out of predicaments.
  • With friends like these
  • Know someone in the Tal Shiar?
  • Federation laws are notoriously lax
SKILLS:
1 Great (+4): Contacting
2 Good (+3): Lore (Romulan Neutral Zone), Notice
3 Fair (+2): Deceit, Rapport, Resources
4 Average (+1): Drive (Starship), Empathy, Fighting, Shooting

STUNTS:
  • My Own Ship (Resources skill) - Sovak owns a Mugato-class Free Trader.
  • The Weight of Reputation (Contacting skill) - Sovak is always ready with a well-placed counterthreat, such as to call down the Tal Shiar on someone who threatens him
STRESS TRACKS:
  • Physical Stress: 1- and 2-point boxes
  • Mental Stress: 1- and 2-point boxes
Refresh/FATE Points: 2

FATE Core is copyright 2012 by Evil Hat Productions.



Tuesday, December 25, 2012

The Last Happy Vulcan

http://startrekquest.com/

Remulek, or Romulus as the Terrans prefer to call him, was the first true Romulan. The Romulans see him as their all-father. They refer to him as The Last Happy Vulcan, because he escaped before the grey pall of logic descended over that red world and turned The Green Blood weak.

Remulek, his brother Rem'ez, and several hundred clan followers, commandeered a prototype starship belonging to one of Vulcan's city states.  They left their world behind precisely when it needed strong leaders who could forge peace and order out of war and chaos.  In a few short years, another leader would step forward to provide that leadership: Surak of Vulcan, father of the Awakening.

Remulek named his vessel the She-Wolf, because it would give birth to a new star-nation. He used one of the ship's experimental warp bottle torpedoes to take his followers on a one-way trip to a new world. In doing so, he and his brother founded the world of Romulus and set the stage for its future Star Empire.

Remulek's passions would drive the two brothers to greatness.

But only one of them would live long and prosper.


Here is a rendering of Remulek using the current draft of FATE Core.

REMULEK, Founder of the Romulan Star Empire

ASPECTS:
High Concept 
  • I have a great destiny
Trouble
  • Ruled by passion
The Phase Trio: The flight from Vulcan and settlement of a new world brought with it conflicts from the old world. Remulek struggled with his brother for leadership of his followers. For a time after planetfall, Rem'ez took control of the clan. But with the help of clan-allies like Sevtar the Stealthy, and the Reman alien Am'rak the Mindful, Remulek overthrew his brother and cast him into the hell-world of Remus.
  • You can leave Vulcan behind...but not the civil war
  • Friends are better than brothers
  • The best allies come from hell
SKILLS:
1 Great (+4): Rapport
2 Good (+3): Fighting, Will
3 Fair (+2): Deceit, Intimidation, Physique
4 Average (+1): Contacting, Lore, Notice, Shooting

STUNTS:
  • Popular (Rapport skill)
STRESS TRACKS:
  • Physical Stress: 1-, 2-, and 3-point boxes
  • Mental Stress: 1-, 2-, 3-, and 4-point boxes
Refresh/FATE Points: 3

FATE Core is copyright 2012 by Evil Hat Productions.

Sunday, December 23, 2012

FATE Core Has Issues (but not in the way you think...)

Plasma Jets From Radio Galaxy Hercules A

I have read about half of the draft FATE Core rules now, and for the most part really like what I see. The FATE system has been simplified in ways that are helpful. Some of these reductions in complexity - such as reducing the number of PC aspects to 5, and describing a High Concept and Trouble aspect before moving to the collaborative phase of creating a triplet of shared-story aspects - can easily be ported over to other games like Diaspora and Starblazer Adventures.

I also like the very simple starting point of collaborative game/campaign design as presented in FATE Core. This precedes PC generation. You engage players in creating game/campaign aspects by engaging them in specifying a Current Issue and an Impending Issue for the game/campaign.

In this way, the PCs are telling you the kind of game they'd like to play. This can also be easily integrated with Diaspora and Starblazer Adventures' campaign-building systems.

In our recent Diaspora campaign, the Current Issue might have been written up as:
  •  The newly unified planet Juche receives the gift of an alien starship, and seeks to find its place in the Cobweb Cluster 
The Impending Issue might be:
  • The aliens are themselves divided, and the ship is stolen property 
Each of these then becomes a game/campaign aspect with further implications for play. The two issues also present "ways into the game" - ideas that help players come up with their own PCs aspects - and something new players often struggle with when they create characters. 

In Diaspora, this Issues step could take place right after Cluster generation, and right before PC generation. 

I can also think of a way to use this in Starblazer Adventures. If a GM is going to use the Collaborative Campaign Creation rules (Chapter 23) in Starblazer Adventures (rules which focus on creating and specifying some details of a sector of space), you could do a sequence like this:
  • Players/GM collaborate to create the sector (using the rules in Chapter 23)
  • Players/GM collaborate to create a Current Issue and an Impending Issue for the sector that could involve the PCs
  • Players create the PCs, developing PC aspects that inspired by the Issues where that sounds fun and makes sense
  • The GM then creates Plot Stress tracks tied to the Sector, the Issues, and the PCs (Chapter 24)
This could be a LOT of fun!  

Wednesday, December 19, 2012

FATE Library: Starblazer Adventures

Anubian Ambassador Conniption

This is the third post in our FATE Library series, in which I am looking at the FATE RPGs that I own, have read, and have used. The first post in the series was a review of Spirit of the Century. The second was a review of Diaspora.

Today, we are taking a look at Starblazer Adventures, a massive, lavishly illustrated tome of FATE-inspired rock and roll space opera.

(You can download a free 40 page preview of the game here.)

First, my rating system:
  • Book Condition? My copy is in excellent shape. It is a huge, very solid hardcover. The binding is  intact after being roughly 3.5 years in my possession. Slight corner rubs. Best of all, it did not kill the Anubian Ambassador when it slid onto her sleeping form. However, it certainly did get her attention!
  • Actually Read? Well, any tome that has 629 pages of text is going to be read-as-needed, rather than read-through from cover-to-cover. At least in my house. I have read A LOT of the book (it has 34 chapters and 6 appendices), but I am always discovering new worlds within; there is always more of Starblazer to read and learn. I am most familiar with the sections on character generation, careers, skills, stunts, equipment and gadgets, aliens and mutants, robots and vehicles, and starship design. Practically every time I use the book, I  also consult the Basic Scaling chapter, which is only one page of text, but an essential reference for this implementation of the FATE Fractal.
  • Ever Played? I have used Starblazer Adventures to run Fading Suns, and am currently using it to playtest my forthcoming generation ships supplement for Modiphius Entertainment, which is called Project Generations. I also use Starblazer Adventures for the FATE SF posts tagged with the Label "SBA". Many of these are for a sandbox space opera setting called "the Empire".
  • Science Fiction? It was the first FATE science fiction roleplaying game. The game's subtitle is The Rock and Roll Space Opera Adventure Game. The game takes its title not from the anime "Starblazers" (although, believe me, you could use Starblazer Adventures to run adventures in "Starblazers") but from the British comics magazine Starblazer - Science Fiction Adventure in Pictures published by DC Thomson & Co., Ltd., from 1979-1991. Grant Morrison wrote for Starblazer, which is enough for me!  The interior art is most definitely 70s-SFnal; it is all from the "Starblazer" comics and is certain to hit the sweet spot for fans of art in the same vein as Chris Foss and Terran Trade Authority books. So, a game based on SF comics of the late rock and roll era, as well as a rock and roll game in the sense that it is a perfect toolkit for running fast-paced sandbox space opera inspired by Perry Rhodan, original Star Trek, Star Wars, either Battlestar Galactica series, Babylon 5, or even Firefly. Hell. Planet of the Apes. Kamandi. Forbidden Planet. Planet of Vampires. Asimov, Heinlein, Frank Herbert's Dune - mix and match or anything of your own design. Rock and roll.
Some intellectual projects are very tightly focused on the exploration of the implications of a few key discoveries; this is what Diaspora is like. Other intellectual projects explode in every direction, exploring ever expanding chains of discoveries in multiple directions simultaneously; this is what Chris Birch and Stuart Newman's Starblazer Adventures is like. This was the first FATE game to explore the full potential of FATE for scalability at different levels. The FATE fractal they discovered can model anything from a human to a vehicle to a starship to a galactic empire to a galaxy.

That makes reviewing Starblazer Adventures a little bit like trying to review of the Bible. "In the beginning..." gets you started, but after that, there are so many different books and chapters, and numerous directions that one might explore.

But let's start at the beginning. 

Starblazer Adventures uses 1D6-1D6 as its core dice mechanic. It was the first implementation of FATE to do so. The resulting distribution for 1D6-1D6 extends one number higher and lower than the distribution for 4DF, and the amplitude of the curve isn't quite as high at and around zero. It's a bit swingier than 4DF but feels fine in play.

On to creation.

Characters in Starblazer Adventures are created in collaborative Aspect-generating phases similar to those in Spirit of the Century (SOTC). PCs have 10 Aspects. There are 32 skills, most of which are closely based on SOTC. There are a few new skills, including Starship Engineering, Starship Gunnery, Starship Pilot, and Starship Systems. However, there are also Alien/Mutant skills, and Psionic skills which expands the potential skills list by another 15. Dozens of Stunts fall under the specific "normal" skills. There are also Stunts associated with Alien/Mutant skills and Psionic skills, as well as special Stunts that are accessible for Aliens/Mutant characters based on novel uses of 8 normal skills. 

Players can create characters belonging to ten different science fictional careers ranging from Diplomat to Explorer to Pirate/Rebel to Sci-Tech. Each career also has unique Stunts that are outside the normal Skills-based Stunt menu. No one has to create PCs using the Career Types, however. You can create PCs completely without using them. Career Types just add a little more specialization and flavor Skill- and Stunt-wise, and provide a bit more directionality and inspiration for someone trying to select Aspects for their PC.

Characters have two stress tracks, one for physical Stress and one for Composure Stress. Weapons add to the shifts you do in a successful hit, while armor reduces hits and in some cases takes Consequences. 

As I mentioned before, there are rules for creating Aliens and Mutants, as well as robots, which are essentially only another variation in character type. Here is one of my creations, the Witchfinder-class Android. The book gives you a huge number of descriptions and stats for all sorts of creepy space overlords, aliens, mutants, monsters, robots, etc. from the Starblazer comics. You can use these out-of-the-box, or use them as benchmarks for creating your own aliens, robots, and creatures.

Starships have Aspects, Skills, Stunts, and Stress Tracks that are structured almost identically to those for characters. This is the FATE Fractal at work. There are 24 templates for space vehicles ranging from Scale 2 Sensor Probes and Scale 3 Fighters, all the way up to Scale 6 Fleet Carriers and Scale 7 Orbital Military Bases. There are rules for building your own space vehicles. I built the Flying Fist of Judah Heavy Fighter in about 15 minutes or so. The space combat rules give any player with a relevant starship skill a chance to do something interesting during space combat.

Additional variations on this theme of the "build X like you would a character" are found in the rules for statting up creatures, organizations (everything from space-chivalric orders to vast galactic empires), and planets. You can play out conflicts between different organizations and groups, just as you can with the Company rules in Greg Stolze's REIGN.

There is a very fun planet/system generator. Here is an example of the Prison Planet that I created using that tool. The book describes numerous worlds from the Starblazer comics.

There are rules for collaborative setting generation. They are more focused on creating distinct setting-zones in a solar system or in a larger region of space - places that the PCs can help develop bring to life by creating interesting names and Aspects for those parts of the map. These rules aren't as developed and tightly axiom-driven as Diaspora's Cluster generation system, but they point in directions that are equally interesting, especially for the creation of sandbox space opera settings.

Some of the ideas presented in the game haven't even been used elsewhere in FATE, such as the ideas of Campaign, Group, and Character Plot stress: "Essentially each one is a stress track that is affected by player character failures, specific player actions and trying to escape death. As the stress damage builds up various "plot events" happen which lead to change in the characters' lives or experiences" (p.387).

For me it's not a question of Starblazer Adventures OR Diaspora OR Bulldogs!  Each one is a unique implementation of FATE and they each fill a certain niche in SF gaming. 

Starblazer Adventures fills the niche of being FATE's space opera sandbox toolkit. It blows the niche wide-open into a swirling galactic vortex. So avoid the Space Sargasso! Watch out for THAT android! And get your blaster ready! There's more to come for Starblazer Adventures

Monday, December 17, 2012

Project Generations - More Details On The Publication

Over the weekend, the product page went live for Project Generations, my forthcoming FATE-based supplement on generation ships for Modiphius Entertainment.

It has a lot more details on the contents of the publication!

Once we iron out a few more details, Modiphius Entertainment should be putting up timeline information for the release as well.

Stay tuned to FATE SF this week! On Wednesday, we'll post our FATE Library review of Starblazer Adventures!


Friday, December 14, 2012

Project Generations


Project Generations is the working title for the generation ships supplement I am writing for Modiphius Entertainment

I have been wanting to do a generation ships RPG for two decades. Back in the mid-90s I took my first shot at it creating a space ark RPG called NOAH. Now after all these years I am finishing the writing for a generation ships supplement using my favorite game system, FATE!

 My love of space arks began as a result of Fall road trips to New England with my parents. I read my first two science fiction novels in the back of my Dad's Galaxie 500 on those trips: James Blish's Spock Must Die! and Robert A. Heinlein's Orphans of the Stars. The later novel is perhaps the classical generation ship story, with its humans and mutants struggling to survive on an out-of-control generation ship.

And I wasn't alone in claiming Heinlein as an influence. His book almost certainly influenced Jim Ward's classic generation ship RPG, Metamorphosis Alpha.

The Starlost was another major influence in my youth. Although the series was much derided by Harlan Ellison, who wrote the original screenplay and served as the science adviser to the show, the design of the Earthship Ark was elegant and beautiful.

I lived on that ship in the early 1970s.

http://www.snowcrest.net/fox/props/index.html

So why Modiphius? That's the new gaming company led by Chris Birch, the lead author of the first FATE SF RPG, Starblazer Adventure! They have already made a big splash in roleplaying with the release of Sarah Newton's Zero Point adventures for Modiphius' WW II Call of Cthulhu series Achtung! Cthulhu. 

Project Generations is the first in a series of FATE-based SF products that we are planning.Whether you want to create generation ships, want off the shelf examples, or are looking for a scenario to run set on a space ark, we will have you covered.

The draft is currently dual statted for Starblazer Adventures and Diaspora, and makes the two game systems work together in some very interesting ways! Once I complete my current draft of the manuscript, I am going to go back in and do stats and conversion notes for Bulldogs! as well! There will be some particularly fun and interesting implications for the scenario included with the project for players of Bulldogs!

The most important journey for generations is about to begin!

Be sure to come aboard when we launch!

The manuscript is 90% completed, and I hope to wrap most things up this weekend. Stay tuned for more details on this exciting project!

Wednesday, December 12, 2012

SHADO 2 Mobile

SHADO 2 Mobile Dinky toy
Photo c. 2012 by John Everett Till

Moonbase Central's post today on the SHADO Mobile 2 Dinky toy inspired me to do another Starblazer Adventures post. (Mine is green wheels and black treads, guys!) And that's the Starblazer Adventures storyteller's screen you see in the background of my photos!

The SHADO 2 Mobile was an armored ATV used by the Supreme Headquarters Alien Defense Organization (SHADO). There were different models of the vehicle used by SHADO to intercept UFOs that had breached Earth's Moon-based and airborne defenses. This version of the vehicle could be quickly deployed in an area near a UFO landing/close encounter site to scout for the alien vehicle and destroy it.

This SHADO 2 is armed with a missile launcher that is hidden under a rotating roof hatch. Below you can see the SHADO 2 Mobile's missile and launch rack deployed.

SHADO 2 Mobile: Missile Deployed!
Photo c. 2012 by John Everett Till

The vehicle has a machine gun over the driver's compartment. I am also making the assumption that the vehicle is amphibious - it can operate submerged for short periods of time, and cross streams and small bodies of water - as long as the treads have traction on a submerged surface such as a creek bottom.



OGL MECHANICS

Armored Missile ATV


Scale: Medium (2) Assault Platform
Speed: Fair (+2)
Structural Stress: 5
Systems Stress: 5
Fate Points/Refresh: 7

ASPECTS: 3
  • Not every movie studio has these!
  • Missile launcher ready!
  • Earth's last line of defense
SKILLS: 
  • 1 Good (+3): Armor  
  • 2 Fair (+2): Manoeuvre, Projectile Weapons (Missiles)*
  • 3 Average (+1): Projectile Weapons (Machine Guns), Troop Carrier Facilities**, Ship Systems
STUNTS:
  • Guided Missiles - Projectile Weapon skill (p.328)
  • Anti-Fighter Barrage - Projectile Weapon skill (p.328)
  • Amphibious - Manoeuvre skill (NEW STUNT) - Vehicle may perform on land or in water.

*Vehicle has Out-of-Ammo temporary aspect after firing two missiles

**A crew of two in the driver and passenger seat, and up to 10 soldiers in back.