SF and Gaming Blog

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

4th Edition Compliant!

I’ve just finished the player characters for the game I’m scheduled to be running at Gypsycon at Easter. I already had the pregenerated GURPS characters, since I wrote this adventure for last year con, but due to illness (not mine, one of the players), I didn’t get to run it.

But now Steve Jackson Games have gone and released a new version of the GURPS rules. Since the new rules are a big improvement in a number of areas, I plan to use the new 4th ed. rules. Hence I needed some conversion work. The exercise also helped me get to grips with some of the rule changes.

It also demonstrates that point values are not the same between the editions. The original characters were all 125 points, but on a straight conversion, they varied from 135 points (the combat grunt) to 230 (the psi). The other three came out between 160 and 180, so I fixed the point value at 175 and adjusted them accordingly. This means Frenn the combat specialist is now a lot tougher, and Isana the psi has gained some additional disadvantages, including Motion Sickness. I realise that that would have been fun in the adventure I played with those characters two years ago.

I’m looking forward to running this; it will be the first time I’ve GMed anything for something like nine months.

Posted in Games | Comments Off

Review: GURPS Infinite Worlds

I’m a big fan of alternate histories. The two GURPS Alternate Earths books published a few years back for the old 3rd Edition of GURPS are among my all-time favourite RPG sourcebooks. Still, it rather surprised me when I first heard that Steve Jackson Games had chosen to make this meta-setting the core background for the fourth edition of GURPS 4th Edition of the Generic Universal Roleplaying System. Although the previous AH books were superb pieces of work, Alternative History and Time Travel games have never been hugely successful commercially.

Genius conspiracy theory expert Ken Hite took on the task of taking the existing hard-SF Alt-History of Alternate Earths and adding some of his trademark ‘high weirdness’. Hints over the internet in the preceding months promised the addition of sinister occult conspiracies and terrifying extradimensional Things Mad Was Not Meant To Know (think Lovecraft minus the seafood) and just about everything else. This would give us a game setting which encompasses swashbuckling adventure, hard science fiction, high fantasy or dark horror, or all of these at once.

In the hands of a lesser author, there’s a grave danger than it would turn into a cheesy Abbott and Costello style monster mash. But has Infinite Worlds managed to avoid that fate?

Chapter One, Infinity Unlimited describes the world called Homeline, a world not unlike our own, but a world where a physicist named Paul van Zandt discovered the means of travelling between worlds, and ultimately founded the Infinity Unlimited, a corporation chartered by the United Nations to explore these alternative worlds.

The bulk of the chapter is given over to the Infinity Patrol, a likely employer of player characters. They’re described as a supranational paramilitary agency, under Infinity’s control, dedicated to protecting Homeline, ‘The Secret’, Infinity itself, and the unknowing innocents of other worlds, in roughly that order. ‘The Secret’ is the knowledge of parachronic travel, which must never be revealed to the inhabitants of other timelines! The chapter describes the mission and goals of the Infinity Patrol, their structure, technologies, and something of the physics of dimensional travel. As well as the Patrol, there are other timeline-hopping outfits licenced by Infinity, from the interdimensional White Star Trading, who actually provide Infinity with much of their revenue, Time Tours, who send parties of tourists to relatively ‘safe’ timelines, and the interworld mercenary company Alternative Outcomes.

Chapter Two, Enemies Everywhen describes the principal villains of the setting. It starts with two parallel worldlines that have discovered the secret of parachronic travel.

First is the technocratic and vaguely communistic Centrum, seemingly intent on taking over every parallel world they can get hold of. Their parachronic technology works on similar principles to those of Infinity, albeit with subtle differences. Centrum are not completely evil, but they are totally ruthless and believe the end justifies the means. They tend to operate in the shadows, taking over existing power structures from within rather than using brute force. For a shades-of-grey cloak-and-dagger style of game, they make a worthy adversary for the Infinity Patrol. It’s even possible to make Centrum the good guys, with a darker version of Homeline becoming the villains.

For a far nastier enemy, there’s Nazi-dominated Reich-5. A world where the axis powers won World War II fifty years ago, and an aggressive high-tech Germany and Japan now rule the entire globe, they’ve gained access to a limited number of other worldlines with the aid of Aryan occult mysticism and some psionic bio-tech that’s unpleasant enough to warrant being called black magic. Now they’re slowly spreading their reign of terror across other worlds. Unlike Centrum, they don’t go for subtlety when brute force will do the job, and have no qualms over unleashing high-tech firepower on the inhabitants of primitive worlds. The only thing slowing them down is that their form of dimensional travel won’t let them move a great deal of heavy equipment from world to world, so their offworld stormtroopers tend to be relatively lightly armed and equipped. They’re the foe for games when you want an old-fashioned morally unambiguous Good versus Evil slugfest.

Then there’s The Cabal, a world-spanning alliance of enigmatic entities such as immortal sorcerors, vampires and other assorted supernatural beings. The Cabal make an opponent for a game focussing more on horror or dark fantasy. Finally Homeline has villains of it’s own, from corrupt corporations to organised crime syndicates extending their tentacles beyond one Earth.

And I haven’t even mentioned the parachronozoids or the reality quakes yet.

Next, Present at the Creation is a toolbox for creating your own parallel worlds. It gives a lot of advice on creating plausible histories. First it describes the various kinds of infinite worlds; from Echoes (copies of homeline at an earlier point in time), close parallels (like Homeline but with a few minor social or cultural changes), further parallels (with major changes in history), high inertia parallels (changes in history centuries or millennia ago, but which still retain recognisable cultures), and myth parallels (those that resemble mythologies, or even popular fantasy fictions). I personally find the last of those rather silly, and won’t use them in any Infinite World games I ever run! Your mileage my vary, of course.

It contains a random world generation system, in which you roll in turn on tables determining technology, number and type of major civilisations, and the government structures of each. To test this, I came up with a world of modern-day technology, dominated by a caste-based West African empire, and a bipolar Japanese/Chinese civilisation, comprised of a dictatorship and an oligarchy.

Worlds Enough gives a couple of dozen ready made parallel worlds; each described in a couple of pages. Many of these are old favourites from the two Alternate Earth books. Examples are the improbably Aztec-dominated Ezcalli, the steam-powered Roman Empire of Roma Aeterna, the futuristic high-tech Moslem-dominated Caliph where the industrial revolution took place in 10th-century Arabia. These brief descriptions don’t replace the two AE books, to which GMs wanting further information are referred. Alongside these we have plenty of all-new worlds, including Bonaparte-1, the post-Napoleonic cyberpunk one I remember Ken Hite discussing at Gen Con UK a few years back.

Slowly drained and ossified, the French Empire has become a globe-spanning banana republic. The secret police is in bed with the Union Corse, the computer network links to nothing but government propaganda and posturing student movements, and the maglev trains never run on time

Chapter Five covers the related genre of time travel rather than dimension-hopping. It’s made up largely of material reprinted from GURPS Time Travel, and feels somewhat out-of-place in the book since nothing much in this chapter can really be used in a game focussing on Centrum vs. Infinity vs. Reich 5. (The boxed text “Infinite can of worms” states this explicitly!) I feel the 19 pages it takes up would better have been spent on some additional timelines or dimension-hopping enemies.

Chapter six, Infinite Characters unsurprisingly covers character generation, with some notes on the use of skills and abilities, and a whole load of GURPS Character templates. These templates cover likely PCs, such as I-cops, White Star Traders and Alternative Outcomes mercenaries, along with some stock villains such as Centrum Agents and Reich-5 Raven Division stormtroopers. This is something I’d really like to have seen in the original GURPS Time Travel.

Chapter Seven covers campaigns, and gives a lot of useful advice to running dimension-hopping games, with notes on power levels, campaign modes and genres.

Chapter Eight is a bit like chapter five; again it’s material reprinted from Time Travel, and covers three alternative campaign frames; the psionic time travelling “Order of the Hourglass”, the gentleman’s club-cum-dimensional nexus “The Horatio Club”, and the SF time travel setting “The Time Corps”. The Time Corps is a good time-travel setting, but again it’s pretty much useless for the cross-parallel setting that takes up the rest of the book.

Finally, like all good GURPS books, there’s several pages of bibliography.

Overall, this is great piece of work which doesn’t disappoint. Not quite perfect; the time travel stuff feels tacked on and should have been saved for another book. But the good bits more than make up this; It’s good to see Infinity fleshed out, the extra alternate worlds are well thought-out, and the timeline building system is an excellent game-within-a-game. Infinite Adventures await!

Posted in Games | Comments Off

Yet Another Sacking for Blogging

Joe Gordon, who until recently was an employee of Waterstone’s bookshop in Edinburgh, has been sacked for blogging. British SF Writer Charlie Stross knows Joe well, and has some comments on the subject:

For starters, Joe is an extremely knowledgable specialist bookseller. He’s an SF fan. Not just an SF fan, but a reasonably personable bookselling SF fan with an encyclopaedic grasp of the field and an enthusiasm for it that was infectious — it was difficult to walk into that shop and walk out again without having spent far too much money. His buying recommendations spread throughout the company (and outside it, as a regular reviewer writing for the online SF lit crit field), to an extent such that one editor of my acquaintance knew him by name as one of the key people to target if you wanted a new SF book launch in the UK to go down well. People trusted his opinions, people inside his company. The combination of specialist knowledge with enthusiasm isn’t something you can buy: if you’re running a business you just have to hope you can grab it when you see it. For a fellow occupying a relatively humble niche — no manager, he — Joe was disproportionately influential.

For seconds … over the past few years Waterstones has plotted a precarious path through the turbulent waters of corporate retail. Most recently, the company was taken over by HMV, another large retail media chain. About six to eight months ago a new manager arrived at Joe’s branch, and reading between the lines it appears that there was an immediate negative reaction: perhaps calling it a clash of corporate cultures wouldn’t be excessive. Joe was banished from the front desk to the stock room, a grubby windowless basement from which he had no exposure to customers. The previously thriving program of author readings and signings mysteriously vanished. Shelf space devoted to SF and fantasy — Joe’s speciality — receded into the shadowy depths of the store and shortened, shedding titles and variety (which, for a genre where sales are largely midlist driven and readers are browsers, is the kiss of death). And finally, Joe was accused of gross misconduct by his manager on the basis of a trawl through his online journal.

The story has now made it into the national media. If Joe was sacked from ‘bringing the company into disrepute’, then his pointy-haired idiot of a boss has brought the company into far more disrepute than one blog ever could.

This sort of behaviour makes me most unwilling to patronise this corporation; unfortunately almost all the larger book shops in my area are theirs. Unless Waterstones somehow sees sense, all my future book purchases are going to be online.

Posted in Science Fiction | Comments Off

Winter Stabcon, 2005

This is the first time I’ve managed to make it to the Winter Stabcon; usually the date clashes with the Maidenhead and Marlow Model Railway clubs annual show. While the summer event is still held in the traditional venue of Woolton Hall, the winter convention now takes place at the Britannia Hotel in Stockport.

Because it’s quite close to my current home, I decided it would be a cheaper option to travel in each day, since the taxi fare home late at night worked out rather less than cost of a hotel room. Unfortunately the hassle of getting there in the morning, especially when trains run late or the Sunday rail replacement buses turn out to be at inconvenient times made me wonder if I’d really made the right choice.

It’s always advertised as a ‘small friendly convention’, which probably explains why I did very little actual gaming on the Friday night, spending the time chatting and drinking beer. Unlike the summer event, we didn’t manage to drink the bar dry by the end of the con, although we did finish off all the bottled real ale by the end of Saturday! As is usual for events like this, I met up with a few old friends such as Sasha, L’Ange and Toni.

Stabcon is really a boardgame convention with a minority of roleplayers; of the 150 or so attendees, the majority spent the weekend playing complicated boardgames with thousands of pieces that lasted for 14 hours.

In the end I only played two RPGS. On the Saturday I played in Kev’s Call of Cthulhu game set on Mars during the early days of colonisation. On Sunday I played in the GURPS Discworld epic GMed by Phil Masters, in which the beer tasted of herring, and I played the axe-wielding barbarian Volf Volfssonssonsson, and no cliché was left unturned. I’ll avoid spoilers just in case anyone encounters either scenario at future cons, but I will mention Volf’s drunken Viking sea shanties, and his attempts at fishing for freshwater herring.

The third game I’d signed up for sadly failed to attract a sufficient number of players, so I ended up joining a game of Munchkin Bites instead, the latest of Steve Jackson Games Munchkin games. This one mercilessly parodies both White Wolf Games and Goth subculture in general. The game ended as a three-way tie with three players all at ninth level, because it was getting late and most of the players wanted to go to bed. I also played in a game of Credo, the game based on the Great Council of Nicea, in which the players represent different factions of the early church attempting to hammer out a Creed. Ours started with “We believe in many gods, including…”, although it went mostly orthodox after that. There were quite a few shorter games, most bizarre of which had to be the Mornington Cresent-like game played of Friday night with assorted dice, empty beer glasses, pencils, bits of paper and empty milk containers.

I’ve already signed up for the Summer Stabcon, on 8th to 10th of July at the traditional summer venue at Woolton Hall in Manchester.

Posted in Games | Tagged , | Comments Off

The Phoenyx Fantasy Lexicon Game

There’s a new Lexicon Game starting at The Phoenyx. The first one never really got off the ground after failing to attract a critical mass of players. Hopefully this one might prove more successful, especially since those players from the first time round have learned some lessons about how the game should be played.

Posted in Games | Comments Off

Monday Mashup: Star Trek

Time for a Monday Mashup. This is an old one from more than a year ago: Star Trek. That’s the original show with Kirk, Spock and McCoy, when the Klingons were bad guys, and phasers were set to kill. Seek out new civilisations, and boldly leave no infinitive unsplit!

To recap what Monday Mashup is about:

Every Monday, I pick a piece of popular media — a book, a movie, a TV show, or even an album. You pick a roleplaying world and talk about how you’d combine the two.

Star Trek would work quite well in my current science-fantasy campaign world, Kalyr. For the games I’ve run, all the action has taken place in an area roughly the size of western Europe. Everything beyond this small region is unknown territory.

A bit of background. Kalyr is a post-collapse world. Once, there was a world-spanning advanced technological civilisation. A couple of thousand years ago, it collapsed into chaos after war and plague. Only a few pockets of civilisation survived, isolated from each other. The largest of these is the area in which all my games are set. It’s culture has become conservative and inward looking, and coupled with a very low birthrate, they had no interest in exploring the rest of the world.

Until now.

It would be a spoiler for my ongoing game to say exactly who might sponsor the expedition or why. But the craft will be a massive airship, not just because the idea is cooler than an seagoing craft, but because it will be able to reach inland destinations. The instructions are simple. Travel the globe, find out who or what is out there, and report back.

What will they find? Just about anything. For a start, there will be other surviving pockets of civilisation, some reverted to primitive hunter/gatherer communities, others perhaps retaining more advanced ‘lost’ technology. Then there will be ruins, lost secrets of those communities that died out. What treasures might those ruins contain? Nearer to the borders of civilisation there will be more recent settlements, founded by runaway slaves. And finally, other stranger creatures who have settled remote areas and claimed it for their own. Many of these may well be hostile, and some might have access to technology more advanced than that of the PCs.

And the Klingons? Lets just say big orange furry things.

Posted in Games | 1 Comment

Monday Mashup: This is Spinal Tap

I haven’t participated in the Monday Mashup very much, but last week’s was based on one of my all-time favourite films, This Is Spinal Tap

To recap what Monday Mashup is about:

Every Monday, I pick a piece of popular media — a book, a movie, a TV show, or even an album. You pick a roleplaying world and talk about how you’d combine the two. Post on your blog or LiveJournal, and stick a pointer to your post in the comments here; if you don’t have a blog, then go ahead and abuse my comments section for your own pleasure.

There are two big themes in This is Spïnal Tap. The first is a band in decline, playing a style that’s gone out of fashion, and falling apart in the process. The second is a parody of every cliché in the book.

So let’s take a party of angst-ridden and stereotypically pretentious Vampire the Masquerade characters, and drop them into the first level a 3rd edition D&D dungeon. So they try and indulge in undead social climbing, when what they end up having to do is kill kobolds and take their stuff. Just like the film, it should end up in inter-party bickering.

If you want to really send things up, use a barely playable homebrew game system that parodies all the unplayable or pretentious game mechanics that were fashionable in the 1990s. Rename every commonly recognised game term, including ‘character’ and ‘player’. Use an impenetrably baroque die mechanic where character’s skill level has no bearing whatsoever on the chance of success. Make sure that the chance of a critical failure increases dramatically the higher the skill (like 1st edition VtM, but turned up to eleven). As well as several different types of dice, use playing cards, Tarot cards, poker chips and two full sets of chess pieces in ways that don’t really make any sense. And finally, credit the system to “S Gareth Wick”, an egotistical game designer notorious for flamewars on internet forums.

Posted in Games | Comments Off

RPG meme bandwagon

More RPG Memes! This one’s all over the RPG corner of the Blogosphere; I think I saw it first on Carl Cravens’ Journal. It comes from Matt Snyder, called the RPG Meme Bandwagon. It takes the form of 15 questions:

1. What is the first RPG you ever played?

D&D basic set. I actually GMed before I ever played.

2. What RPG do you currently play most often?

Over the past couple of years, I’ve played quite a bit of Fudge, GURPS, Storyteller, Castle Falkenstein, Hero Quest and Call of Cthulhu.

3. What is the best system you’ve played?

GURPS, provided you don’t use all the advanced combat rules. Fudge is a very close second, though.

4. What is the best system you’ve run?

Fudge. The fast-and-loose approach is a good match for my GM style

5. Would you consider yourself an: Elitist/ Min-Maxer/ Rules Lawyer?

Elitist, on the grounds I’m not one of the other two.

6. If you could recommend a new RPG which would you recommend? Why?

If you’ve got fifty quid burning a hole in your pocket, want plenty of crunchy rules and glossy presentation, go for GURPS 4th Edition. If you want something much more rules-light and wallet-light, try FATE, a ‘build’ of Fudge.

7. How often do you play?

Face to face gaming, only about three or four times a year at conventions. Online PBeM and PBmB gaming is a little more frequent.

8. What sort of characters do you play? Leader? Follower? Comic Relief? Roll-Player/ Role-Player?

Tend to be a follower rather than a leader. Sometimes I seem to play so many technicians with no social skills I worry about being typecast.

9. What is your favourite Genre for RPGs?

Anything with atmosphere and depth. I like realistic SF or ‘low fantasy’ where a rich setting gives context to the characters and adventures. Also horror under a GM good enough to build an atmosphere of terror.

10. What Genres have you played in?

Just about everything apart from supers. That genre just doesn’t appeal to me.

11. Do you prefer to play or GM? Do you do both?

Both. Given the choice, I prefer to GM, although I wouldn’t want to GM more than one game in a weekend-long convention.

12. Do you like religion in your games?

I’m into worldbuilding in a big way, and belief systems are an important part of any properly-developed world. I’m cautious when it comes to incorporating real-world religions into games with significant supernatural elements.

13. Do you have taboo subjects in your games or is everything “fair game”?

I don’t really like explicit sexual content in games, or really gross splatter-type violence. I’m also cautious with religious themes involving real-world religions.

14. Have you developed your own RPG before?

Not really, I’ve done some rules-tinkering in my time, but I’d rather spend my time building worlds than fiddling with game mechanics.

15. Have you ever been published in the Gaming Industry? If so…what?

No, unless you count writing a review on RPG.NET.

Posted in Games | Comments Off

Lunchtime Poll #2

After the unfortunate demise of Docs Blog and the Game Dream meme (the entire site is sadly no more), a couple of new gaming memes have taken it’s place.

This one’s called “Lunchtime Poll” (although it’s evening over here), from Ravings of a Textual. Today’s simply asks:

What’s the strangest character you’ve ever played?

That has to be Bug. The game was a series of linked convention one-shots called “Guardians of Dimension”, played over three Gypsycons. The PCs were a team of interdimensional troubleshooters. Bug was the party’s scout, a 2″ long sentient insect. This party also included a troll, a telepathic horse and the personification of Murphy’s Law.

Bug had the advantage of being small enough to go where other party members could not. Bug’s disadvantage was an insect-like attention span, and not being very useful in combat. Had to stay well away from the baby kraken in the crashed spaceship we were exploring! The ability to speak with other insects turned out not to be terribly useful; Bug never met another insect who had anything meaningful or interesting to say.

Posted in Games | Comments Off

Fudge RPG thoughts

Carl Cravens mentions the lengthy ‘What is Fudge’ discussion on the Fudge mailing list, and mentions the problems he’s been having with the system.

For me, it brings up something that’s been bugging me again. I’ve claimed Fudge as my “exclusive” system for the past several years… I run all my games with Fudge. Thing is, I haven’t had a lot of time to actually run games in the past ten years, so my hands-on experience has been lacking. The interesting part is that every time I get a hands-on experience, Fudge somehow comes up short for me.

There’s a lot of niggly little reasons, no one of which is really a big problem in itself. But despite its “toolbox” approach, there are some core bits of Fudge that are tightly locked together and it’s very difficult to tweak the system because some parameters can’t be changed without changing other parts of the system. And some of those tightly-locked pieces are what, to me, make Fudge what it is. If you remove or change them drastically, then it’s no longer Fudge

I realise that every time I’ve run Fudge, I’ve used a slightly different build. Sometimes I’ve used vanilla Fudge pretty much out of the box; other times I’ve run a very stripped-down version, inspired a bit by Castle Falkenstein, which merges attributes and broad skills into ‘abilities’, and drops gifts and faults altogether.

The one part of the system I haven’t ever changed is the part of Fudge Carl’s having problems with, the seven-level attribute scale and the Fudge dice. I have to agree with Carl, those are the very core of Fudge. I’ve always found they work tolerably well; but then my games have been modern-day or low fantasy. Carl’s trying to use Fudge for superheroes, a genre that’s never appealed much to me.

Anyway, here’s my thoughts for future games using my own Kalyr setting:

  • No Attributes: I’d already eliminated those attributes that overlap too much with skills, such as Dexterity or Intelligence, now I’m taking this a step further and eliminating them altogether, making some narrowly-defined ones as skills, replacing others with gifts and faults, or talents
  • In character generation, use a Traveller-style career system to determine skills. You stack together a series of Templates (need to think of a snappier name), which represent backgrounds, professions or talents. Each grants one level in six different skills. Talents fill the role of those attributes that grant skill bonuses in other systems; for example, take a talent ‘Agile’, and you get one skill level in any six skills that an agile person would be naturally good at. It’s not my intention to define every possible background, profession or talent; would-be players will be encouraged to define their own, subject to GM approval.
  • Characters also have traits called Connections. Kalyr is a setting where social status and guild rank count an awful lot; so Connections represent your status with regard to the various powerful groups in the setting. They’re rated on the same Superb-Terrible scale as skills; this takes account both of rank within the group, and the power of the group.
  • Gifts are much the same as vanilla Fudge; haven’t decided how many or whether they can be traded for Templates
  • Faults are slightly different; they don’t give you anything extra at Chargen time, but instead grant Fudge Points every time they come up and inconvenience the character in play. You can take as many or as few as you like, according to character concept. In essence, they’re self-balancing, roleplay them and you get points for them; don’t, and you won’t.
  • .

  • Psionics still needs a bit of thought. My earlier attempt was more or less a straight conversion of the psionics rules from GURPS 3rd edition; each broad power group was bought in levels, and within each power you bought skills to make use of the power. GURPS 4th edition works in a completely different way; skills have gone, and each power is now it’s own advantage. In many ways this is a better idea, because for many powers the concept of ‘levels’ isn’t terribly useful; either you can do it or you can’t. I’m thinking along the lines of a gift for each ability, accompanied by skills the represent the ways the power can be used.

Posted in Games | 2 Comments