SF and Gaming Blog

Thoughts, reviews and opinion on the overlapping worlds of science fiction and gaming.

Skills for Organisations

Another post about the work-in-progress RPG.

Organisations (Everything from word-spanning guilds and legions to local street gangs) are a major feature of the setting, so the game will be describing them using the Fate Fractal. Each organisation will have aspects, skills and possibly stunts, describing them as if they were characters.

This is a draft list of the skills a organisation can have. They’re not the same skills as those used by characters. How does this look as a list?  Is there anything obvious missing? Can some be merged and/or replaced by aspects?

Power
Power is a measure of the amount of direct legal, political, military or equivalent force the organisation can call upon. The precise nature of their power should be apparent from their aspects. A legion will have different sort of power to a city government that can call upon the legion, and both will be very different from crime syndicate which has a bit of “muscle”.

Influence
Influence is a measure of the “soft power” of the organisation. It’s a combination of reputation and more subtle political, social and economic links. As with Power, the precise nature an organisation’s influence should be apparent from their aspects. Religious groups and philosophical movements are likely to have an Influence far higher than their Power, as will merchant companies.

Reach
Reach is a measure of how far the organisation’s tentacles reach. Low reach indicates that the organisation is confined to one location, and their power and influence doesn’t extend much beyond that. Very high reach indicates that they have a presence more or less everywhere.

Secrecy
Secrecy is the measure of how the organisation can act without it’s actions being traced back to it, and how difficult the organisation’s workings are to penetrate from outside. Low secrecy means everything they do tends to be highly visible, and they don’t go in for covert actions or plausible deniability (or if they do, they’re not very good at it). High secrecy means they’re far better at pulling strings behind the scenes, and many of their actions happen in the shadows. If secrecy is their highest skill, it could even mean that their very existence is unknown to most people. Spy networks and underground cults should have high secrecy.

Resources
Resources is the measure of an organisation’s wealth. Not just liquid cash, it includes assets such as land, buildings or exclusive control of some important resource. If the source of an organisation’s wealth is very specific or has a lot of story potential, it should be represented by an aspect. And organisation’s wealth should be reflected in the standard of living of their membership from their leadership down to the rank and file. If it isn’t, there’s a story there, and therefore an aspect.

Knowledge
Knowledge is the measure of what the organisation knows, and how good it is at finding things out. Temples or guilds with vast libraries of information will naturally have a high rank in Knowledge. So will an extensive and efficient spy network.

Unity
Unity is simply how united the organisation is. Low unity indicates an organisation riddled with factions and internal strife, and a leadership which does not necessarily have everyone’s full support. High unity indicates the opposite; strong loyalty and common sense of purpose across all levels.

Administration
Administration is a measure of how effectively the organisation is run, and the strength of internal communications, both of which will be reflected in how rapidly the organisation can react. A low rank in this means that the left hand doesn’t know what the right hand is doing, or everything is bogged down in red tape, either of which makes it hard to get anything done.

Posted in Kalyr RPG | 2 Comments

Nightfall

A piece of short fiction, written as the introductory vignette for the as-yet untitled game I’m working on. Each chapter of the game will begin with one of these short stories. The idea is to illustrate the game setting and show some of archetypcal player characters.

This one’s intended for the opening chapter, and will therefore be the very beginning of the game text. It’s intended to show the social structures of the game in a way a dry info-dump cannot convey.

A young couple moved furtively through the lengthening evening shadows in the streets of the imperial capital, Vohrleyn.

As freeborn and slave, they were not really supposed to be together. Ennar was an apprentice in the Academy of Knowledge, one of the minority of humans in the greatest city in the world who wasn’t the property of a wealthy member of the master race, the kandar. Tuavu, on the other hand, was far more typical of the city’s human population. She was a slave, a household servant in one the sprawling mansions of the kandar overlords. They’d met when he’s accompanied a guild journeyman to that mansion, carrying out repairs to house’s electrics. They both knew, in their hearts, that the relationship was doomed; if either the guild or Tuavu’s owners found out, that would be the end of it, and they’d never see each other again. But they were young enough to hope; that things might change, and true love might find a way.

“The road at the back of Kalan Street”, said Ennar, “There are fewer patrols there, and more places to hide if we’re unlucky. And then we only have to cross Vothal street and we’re right up to the north wing door where you know the word of command for the lock”.

“Will you be safe returning to your guild”, the girl responded.

“I know several routes back”, he said, “And besides, I’ve guild. Once I’m back in the the streets my own guild patrols, I’m safe. And elsewhere, if I meet a patrol, be it another guild or knights, I’m guild. I’m safe from summary justice. The worst I’ll get is a beating. And you know I’ll risk that for time with you”.

The pair negotiated the narrow twisting alleyways without problem. The few people they encountered, kandar or human, were too preoccupied with their own affairs to notice two young humans doing nothing to draw attention to themselves. All that remained was to cross one busy street, and Tuavu would be home and safe. After which Ennar was streetwise enough to look after himself and get home safely.

Ennar scanned the street. A fair bit of pedestrian traffic, kandar out for evening stroll, a few humans scurrying on errands. They were in noble territory now, the streets patrolled by clan knights rather than guild security. A massive power-waggon, one of the machines built and maintained by Ennar’s guild, rumbled past on its eight fat wheels. Presumably carrying some valuable cargo up from the harbour, it manoeuvred to one side to let a tram pass in the opposite direction.

“Now”, said Ennar, as the tram clattered off into the distance.

The knight seemed to appear out of nowhere. In his multi-coloured ulsoghir-hide armour and plumed helm, he was the last thing they wanted to meet. An adult kandar standing a head taller than the average human, he towered over the pair. He drew his narvork sword as he stepped forward across the road to challenge them.

“So what have we here?”, he said, “Escaped slaves? Or would-be thieves? Who do you belong to? Answer now!”

“I’m guild”, said Ennar, making sure the stylised meshed gears and lightning insignia on his sleeve than denoted his guild was clearly visible, “Let us pass. We mean no trouble”.

“Not so fast!”, he said, “what about her? I see no guild label. Why should I not cut her down as the street rat she is?”. And with those words he slapped her in the side of the neck with the flat of his sword, leaving her sprawling in the dust.

“No” cried Ennar. The knight raised his sword again. But before he could slay the girl, if that really was his intention, a piercing whistle cut through the scene. The knight hastily stepped back, narrowly avoiding being run down by another tram, this one a train of four empty vehicles lashed together, returning to the depot at the end of the day.

Once it had passed between them and the knight, Ennar and Tuavu were nowhere to be seen.

- – - – -

At that same moment, within the house of Kordath Ardreyr, the very place to which Tuavu has been attempting to return, one of the kandar ladies of the house was entertaining a visitor.

“So, cousin. Tell me about your travels”, asked Asnelina d’n Zuvara Ardreyr.

“Where would you like me to start”, replied the visitor, a young kandar man named Elneyr d’n Lendol Ardreyr.

“Tell me about the places you’ve travelled to”, Asnelina said, “What are the cities of the north like? Have they really fallen into barbarism as people say, now that they’re no longer a part of the empire?”.

“Don’t believe all you hear”, he replies, “They still have their kandar lords ruling the cities. Humans have more freedom there, it is true, and there are many more of them, but the cities still belong to we kandar. The guilds like The Academy of Knowledge and The Academy of The Mind do not stop at the borders of the empire. Neither do the merchant companies, the purpose of my travels”.

“So the north is really the same as here, only colder?”.

“Not quite”, Elneyr replies, “The cities are far apart, and once you get north of Calbeyn the lands between are empty of civilisation, occupied by feral human, vordral, sssraa, and worse. You only travel the roads in large, well-defended groups”.

Asnelina shuddered.

“Anyway”, he said, “What’s been happening here in Vohrleyn while I’ve been away?”

“The usual”, she replied, “Plots, and rumours or plots. Everyone accusing everyone else of either plotting to overthrow the emperor, or spying for Karmork. Or both. Four Karmorki spies beheaded in front of the citadel last week”.

“Serious, then?”.

“His spymaster and the psionics seem to think so”, she replied, “Word is that they had all four mind-reamed to establish guilt. One was even a high-ranking wizard himself”.

“Karmork worries a lot of people in the north too”, said Elneyr, “Plenty of Karmorki ships at Ravenah. The merchants would trade with them, but never trusted them. And they’re worried about Karmork in Calbeyn especially. Karmork sympathisers amongst the opponents to that city-lord they’ve got there, who’s far too tolerant of humans. If Calbeyn were to fall to Karmork, they would control all trade between the empire and the north”.

“Will that really affect us?”, Asnelina asked, “What does it matter here what happens in the north?”

“It will more than inconvenience a lot of merchant companies, including mine”, came the reply, “Trust me on this. There will be war between Karmork and the empire in our lifetimes. The more powerful we allow them to get, the harder it will become for us to defeat them. From what you say about those executions, the way may already have started. It’s just that nobody calls it a war yet”.

“Are you so sure of that?”, she asked, “Karmork is far far away, and our legions are strong. They would surely resist a direct invasion? The emperor surely has a far bigger problem with rivals from within. There are plenty within our clan who seek the throne, and might not be prepared to wait until he dies. And Clan Alkurvil would love to take back the throne from our clan”.

“And those divisions are precisely what Karmork will exploit”, Elneyr responded.

Both heard a muffled crash, as if a heavy object had fallen in a distant part of the building.

“What was that?”, said Asnelina,

Then all the lights went out.

- – - – -

Tuavu and Ennar had taken a long circuitous route after that encounter with the knight, looping back through guild territory and dodging at least one patrol, before they finally managed to reach the door to the north wing of the mansion where Tuavu worked as a slave.

Tuavu saw the crumpled form first, lying right by the door. An armoured kandar, lying in pooling blood, his sword dropped on the ground beside him, and the plumed helm rolled across the narrow street, exposing long hair dyed in black and gold streaks. They had both seen that helm before. Behind him, the door lay open, the word-lock shattered and burned.

Ennar turned the body over to expose his face. It was indeed the same knight they’d encountered in very different circumstances a short while before. Now he was dead or at least dying from massive wound in the chest made by some weapon that had burned though his armour.

The knight opened his eyes and tried to speak.

“You… you must stop…”, he said, weakly, every word an effort.

“What happened?”, asked Tuavu, “Who did this?”.

“Come to kill. Must warn…”. With those words, his head fell back, and the knight died.

“Assassins”, said Ennar, “In your master’s house”.

Posted in Kalyr RPG | 3 Comments

Star Wars and Doctor Who fans clash at convention

Not quote sure what to make of this BBC News story. On one level, it’s quite amusing, but there’s an uncomfortable element of “Let’s make fun of those silly geeks” in the whole thing. It sounds like there was a bit of verbals and one wholly unnecessary arrest. If it has been supporters of rival football teams, would this even have been newsworthy?

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This may be a controversial thought. To what extent do the endemic misogyny in tech and fan culture, and the increasingly disruptive behaviour of Social Justice Warriors form opposite sides of the same coin? Not so much that one is a reaction against the other, but that both stem from a critical mass of people on both sides with very poorly-developed social skills and/or a serious lack of empathy?

Posted on by Tim Hall | 4 Comments

If Karl Marx and Ayn Rand are the Gods of Economics (to whom we sacrifice George Osborne at dawn tomorrow), who else is in the pantheon? I get the feeling Marilyn Monroe and Elvis ought to be in there somewhere. Who should be in the 19th/20th century pantheon of gods and goddesses, and what portfolios should each of them have?

Posted on by Tim Hall | 4 Comments

Fate Core Psionics – Take Two

Take two of my Fate Core psionics draft, following feedback from various sources to the first draft I posted a couple of days ago.

I’ve reduced the skills to from ten to five by merging the three “mind” skills into one, ditto the three perception-type skills, and made matter manipulation into a stunt rather than a skill it’s own right. At the moment I’m not 100% sure about the Psychic Senses skill. It may need some of the “big” uses split out into stunts, but not sure which ones, and don’t want to leave the core skill too underpowered.

Psionics are extras; requiring a dedicated aspect defining the nature of a character’s powers, and one refresh for each skill.

The basic skills can be used for three of the four standard FATE actions, Overcome Obstacle, Create Advantage and Defence. An additional stunt is required to use any skill as an attack.

Telepathy

Covers sending projecting your own thought and emotions, along with sensing and influencing the thoughts of others.

Overcome obstacle
Communicate silently and privately with another willing (or at least not actively unwilling) person at a distance. Communication with another telepath is easier and faster, but two-way communication with non-telepaths can still take place with the non-telepath subvocalising replies.

Create Advantage
Read strong surface thoughts or determine emotional state of a target, or project emotions or plant suggestions in the target’s mind. Or even send distracting thoughts and images.

Defence
Read attacker’s surface thoughts so you know what they’re going to do and can counter their attack, or by mentally disrupting the attack itself.

Telepathy Stunts

Mental Blast
Use Telepathy for a direct mental attack, overloading their brain with static. Take them out and they’re knocked unconscious.

Mind Control
Use Telepathy for a direct mental attack, with the objective of taking control of their mind, If you take out your opponent in mental combat, they become a puppet under your control. You need to make another roll each time you try to force them to act against their nature, and they break free from your control if you fail the roll.

Mind Reading
Use Telepathy for a direct mental attack with the intention of reading their mind. If you take out your opponent in mental combat, you can search through their memories, rolling for each piece of information.

Psychic Senses

The ability to project senses into the past, present and future.

Overcome Obstacle
Passive “danger sense” that can give warning that something bad (like an ambush) is about to happen. Detect any actual use of psionics within range. Project your senses to see, hear or otherwise sense things a distance away.

Create Advantage
Create predictions as as Aspects on a target (or just “the future”) which can then be tagged. Persistant aspects stick around until either the foretold event comes to pass, or is prevented. Psychometry to determine one of an item or location’s Aspects.

Defence
Predict attacker’s moves in advance in time to counter them

Psychokinesis

The power of Mind Over Matter

Overcome obstacle

Anything that needs physical things to be lifted or moved. Difficulty based on a combination of weight, size and distance.

Create Advantage
Create obstacles, disarm, throw opponents off-balance, whatever…

Defence
Foil a physical attack

Psychokinesis Stunts

Psychokinetic Attack
An attack that causes physical damage to opponent, e.g psychokintically hurling rocks at them or throwing your opponent into the scenery.

Matter Manipulation
Destroy or alter unliving things by altering their chemical properties.

Lightsculpt

The power to manipulate light and create illusions

Overcome Obstacle
Conceal objects or people. Or for something completely different, use illusions for entertainment.

Create Advantage
Distract opponent with illusions

Defence
Distract opponent with illusions

Lightsculpt Stunts

Shock and Awe
Create an illusion sufficiently realistic and frightening that it causes mental shock, and counts as an attack.

Body Control

The power of Mind over Body

Overcome obstacle

Heal injuries to yourself and others.

Create Advantage
Push yourself past normal limits for feats of strength or endurance

Defence
You can soak up injuries

Body Control Stunts

Cause Injury
An attack cause physical hard to an opponent, essentially healing in reverse. Opponent must be in the same zone as you.

Advanced Stunts

These stunts require more than one skill as pre-requisites.

Energy Blast
Requires both Psychokinesis and Lightsculpt. Create a bolt of energy (fire, lightning, whatever) as a ranged attack.

Mindswitch
Requires Telepathy with the Mind Control stunt, and Body Control. You can swap minds with an opponent you’ve taken out in mental combat.

Shapechange
Requires both Lightsculpt and Body Control. You can change your appearance into that of another being. You don’t change size, and do not gain any special abilities of the new body shape unless you can simulate them with another power.

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Psionics for Fate Core

Yes, I know the RPG project has been on the back-burner for a long, long time. I haven’t completely abandoned it, and here are some thoughts on revising psionics to be more compatible with Fate Core.

I originally based the powers in the setting on the metapsychics of Julian May’s Pliocine Exiles saga, with the power level scaled back, since the setting is more pulpy science-fantasy than four-colour superheroics. Since the setting came from a long-running GURPS game from way back when there’s probably still a fair bit GURPS Psionics in it’s DNA too.

My original intention (from a draft that pre-dated Fate Core) was to avoid stunts entirely and represent psionic powers with skills. I came up with a list of skills representing different “powers”. Now I’m thinking in terms or making the more powerful applications of psionics into stunts based on those skills, and if possible reducing the number of skills in the process. The idea is that skills on their own can be used for Overcome Obstacle, Create Advantage or Defence (three of the four standard actions in Fate Core), but you need a stunt to used any power forAttacks.

I’ve taken my original psionic skill list and listed Fate Core actions attached to each one.

So, two questions. First, do any of these look overpowered or unbalancing as they stand? And second, which of these could be collapsed into fewer skills (such as merging the three “Mind” skills into a single “Telepathy” then breaking out the attack modes into stunts?)

Mind Control
Attack – Direct mental attack, taken out results in a puppet under your control
Overcome Obstacle – Control someone you’ve taken out.
Create Advantage – Project emotion or plant a suggestion in the target’s mind which you can then use to your advantage.
Defence – Foil a physical or mental attack

Mind Reading
Overcome Obstacle – Listen to another person subvocalising to communicate privately without being overheard. Read thoughts and memories of someone you’ve already taken out by mental attack
Attack – Direct mental attack, taken out lets you read their mind as Overcome Obstacle.
Create Advantage – Read strong surface thoughts or emotional state of target which you can use to your advantage.
Defence – Read attacker’s surface thoughts so you know what they’re going to do and can counter their attack.

Mindspeech
Overcome Obstacle – Speak to another person a significant distance away; communicate privately without being overheard.
Create Advantage – Send thoughts or images to an opponent to distract or confuse them to your advantage
Attack – Direct mental attack, taken out knocks the target unconscious.
Defence – Send thoughts or images to distract or confuse your opponent and disrupt their attack.

Precognition
Overcome Obstacle – Passive “danger sense” that can give warning that something bad (like an ambush) is about to happen.
Create Advantage – Create predictions as as Aspects which can then be tagged.
Defence – Predict attacker’s moves in advance in time to counter them

Psychometry
Overcome Obstacle – Learn something about past of an item or location
Create Advantage – Determine one of the item or location’s Aspects

Clairsentience
Overcome Obstacle – Project your senses to see, hear or otherwise sense things a distance away.

Psychokinesis
Overcome obstacle – Anything that needs physical things to be lifted or moved.
Attack – Physical attack on a target (anything that can cause injury)
Defence – Foil a physical attack
Create Advantage – Create obstacles, disarm, throw opponents off-balance, whatever…

Lightsculpt
Attack – Create illusions that frighten and cause shock for mental damage.
Defence – Distract opponent with illusions
Create Advantage – Distract opponent with illusions
Overcome Obstacle – Conceal objects or people. Or for something completely different, use illusions for entertainment.

Matter Manipulation
Overcome Obstacle – Destroy or create things by altering their chemical properties
Attack – Physical attack to cause injury either attacking the body directly or altering their environment
Create Advantage – Altering the environment to give you an advantage
Defence – Altering the environment to make you harder to attack.

Body Control
Overcome obstacle – Heal injuries to yourself and others.
Attack – Cause physical hard to an opponent, essentially healing in reverse.
Defence – Soak up injuries
Create Advantage – Push yourself past normal limits for feats of strength or endurance.

Posted in Kalyr RPG | Tagged , | 2 Comments

6 Board Games That Ruined It for Everyone

Why is it that board games have such a terrible reputation with the general public? According to Cracked.com, the problem is so many of the perennially-popular family games are very poor examples of game design, and bad memories of wet Saturday afternoons have coloured perceptions so much that nobody is aware that far better games exist.

6 Board Games That Ruined It for Everyone starts out by eviscerating Snakes and Ladders

Snakes and Ladders is the original sin of board games, the first mistake that curses innocents with the knowledge that things suck. It takes the infinite imagination engines that are children and makes them to do the same thing over and over until they’re done or done even trying. The last person to destroy fantasy worlds so brutally was Sauron.

But saves it’s worst for that horror of horrors, Monopoly:

The whole point of the game is proving that capitalism is utterly broken and unfair, and people still play it to get their go at winning. Parents would be better off buying their kids a rack and a My Little Inquisition scalpel set. There’s the same aspect of taking turns to torture each other, and at least that way the kids learn about anatomy.

The author then goes on to suggest other, better games, amongst them Settlers of Catan and Power Grid.

Saying that, designing a good family game, as opposed to one aimed at boardgame enthusiasts isn’t easy. Gamers are comfortable with complex rules and games that take all day to play. Also hobby games don’t need to remain playable with a group of players of widely-variable skill, which probably the main reason why so many family games rely heavily on luck rather than on strategy.

So what is the reason Monopoly remains a popular seller, and why haven’t games like Settlers of Catan superceded it?

Posted in Games | Tagged , | 5 Comments

Races and Fantasy RPGs

There has been some discussion of late over whether the concept of traditional Tolkien-via-Gygax fantasy races is inherently racist. Are orcs really racist caricatures of black people?

Unfortunately, the internet being the internet, it’s been the most shrill and uncompomising voices that got too much of the attention, and things turned predictably ugly.

Which is why Jim Henley’s thoughtful post on the subject is most welcome.

Posted in Games | Tagged | 6 Comments

Orson Scott Card and Superman

I’ve got mixed feelings about the petition to persuade DC Comics to drop Orson Scott Card as a writer for Superman.

For those not aware of Orson Scott Card’s background, he’s a once-successful science-fiction writer who has more recently been notorious for his aggressive homophobic views, and is a board member of the anti gay-rights group The National Organization for Marriage.

While a great many people are enthusiastically supporting the petition, I have seem some people question it, most notably the gay SF writer David Gerrold, who had this to say on his facebook page:

It is our responsibility as rational people to engage in reasonable and rational discourse on difficult issues. It is only when people actively work to hurt others that we have a responsibility to halt or prevent that harm. But we are never justified in penalizing each other based on beliefs. If it’s wrong in one direction, it’s wrong in the other direction.

Let me say it in the clear. I despise Card’s position on marriage equality — but I do not despise Card. He is an intelligent man and a gifted storyteller. As an American citizen, protected by the US Constitution, he is entitled to freedom of expression, freedom of worship, freedom to publish, etc. That I disagree (aggressively) with what he has said does not give me license to demand that his rights be infringed or that his ability to find work be compromised. I expect the same respect in return.

I do not expect that Card’s political beliefs will be part of his Superman story. That’s not Superman and I think Card understands that. And the good folks at DC likely understand that too. I hope he writes a good story. I also hope that someday he will recognize that some of the things he has said, some of the things he has advocated, are simply not in keeping with Jesus’ commandment that we love one another.

I can understand both sides of the argument here. One one side, there is a difference between denying a writer a specific gig because of their leadership position in what many would describe as a hate group, and attempting to deny someone a livelihood purely because of their beliefs. And customer boycotts are not the same as censorship. There are game writers I’d rather not buy stuff from because of their public behaviour (I shall not name names).

But I still wonder if there’s a can of worms here, and the actual rights and wrongs risk getting obscured by which side you on in the culture wars.

Should any creative type be blacklisted because of their views, or on their writings or activities outside of whatever it is they’re being hired to create? If so, where do you draw the line? Who gets to decide where the line is drawn? What’s the difference between the wisdom of crowds and the rule of the mob?

Or am I just being a stereotypical woolly liberal sitting on the fence?

Posted in Science Fiction | Tagged , , | 5 Comments