SF and Gaming Blog

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

Review: GURPS Planet of Adventure

GURPS Planet of Adventure is the latest in a long line of licenced GURPS worldbooks based on science fiction novels, based on a series of four novels by Jack Vance, City of the Chasch, Servants of the Wankh, The Dirdir, and The Pnume, later collected together as Planet of Adventure.

Steve Jackson Games have never gone for any of the really big licences like Lord of the Rings, Star Wars or Dune, presumably because they didn’t want to bet the company on something that they don’t control. Instead, they’ve chosen lower profile works, usually literary rather than TV or film. Past licences have included Andre Norton’s Witch World, David Brin’s Uplift novels, E.E “Doc” Smith’s Lensmen and Terry Pratchett’s Discworld.

Planet of Adventure comes from the “Sword and Planet” sub-genre of SF. The four novels follow the adventures of the Earth Scout Adam Reith, the first man from Earth to visit the planet Tschai, after his starship is shot down and he’s the sole survivor of the crash landing. Tschai is typical of Jack Vance’s creations, a picaresque planet filled with strange baroque cultures and larger-than-life characters. The dominant powers are the four warring alien races, each with their own races of human servants, who share the planet with a wide variety of human cultures. Adam Reith encounters many of these in his efforts to build or steal a starship to get back home.

The GURPS adaptation presents Tschai as a setting for further adventures. The first chapter gives an overview, starting with GURPS game statistics for the planet’s animal life, including the dangerous Bombardier Birds (who dive-bomb their prey with stones) and the feared Night-Hounds. It goes on to give some details of the history and geography of the world, as well as a synopsis of the four novels.

Chapter Two, Masters of Tschai details the four alien races who dominate the planet through higher technology. There are the scaly xenophobic Chasch, The inscrutable frog-like Wanek (who in the novels were called The Wankh!), the man eating hunters the Dirdir, and the enigmatic insectile Pnume, the original native inhabitants of the planet. For each race we get GURPS racial templates and a description of their physiology, psychology and culture. The chapter also covers the human servant/slaves of each of the four in much the same way.

Relations among the various races of Tschai can be summed up fairly simply: Everyone hates everybody else!

Chapter Three, Humans of Tschai details the human inhabitants of the planet living in those regions not controlled by any of the alien races, descendants of Earth humans brought to Tschai by the Dirdir millennia ago. We meet the nomadic steppe nomads the Kruthe, who ride lorries and electric motorcycles. At the other extreme there are the decadent city dwelling Yao, obsessed with status games and petty intrigues. We get all we need to know about the daily life, religion, technology and economics of the human cultures.

Chapter Four, Characters and Equipment is the rule-heavy chapter, showing how to represent Tschai in GURPS terms. It gives plenty of character templates for various archetypal characters, both Earth visitors to Tschai, and locals. It also covers the available technology, including weapons and vehicles.

Chapter Five, Campaigns and Adventures puts it all together with advice on how to run games set in Tschai. It gives various campaign frames; the obvious one being the player characters as Earth Scouts in better armed and better briefed followup mission to that of Adam Reith. It also suggests a number of ideas for parties of Tschai natives such as from merchants and pirates. Finally we have four adventure scenarios, some for Earthmen, some for Tschai natives, some suitable for both.

The last chapter gives a glossary of people, places and terminology.

Overall, this is one of the better GURPS licenced worldbooks. It takes a very rich setting and shows the potential for adventure. The inclusion of some sample adventures demonstrates the things player characters might expect to do, something a few GURPS worldbooks of the past have neglected.

Board your starship and go there now!

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RPG Die Mechanics

The Non-Euclidian Staircase discusses Rolling Dice, with a growing comment thread, on what makes a good RPG dice mechanic, and what doesn’t.

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Ten Dorkiest Hobbies.

The Wave Magazine lists the ten dorkiest hobbies. I’m please to see Railway Modelling isn’t on the list. Interesting there’s something lower than Furries….

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Beware the Rose-Quartz Dingleberry of Doom!

Teresa Neilsen Hayden has some words of wisdom for aspiring fantasy writers:

If you’re writing novels, it’s not enough to arbitrarily have standard genre fantasy characters running around loose in standard genre fantasy settings, questing for the magic rose-quartz dingleberry while they try to defeat the Dark Lord who’s trying to take over the world. If that’s all your audience wants, they can get it elsewhere.

In other words, if you want to publish a 5000 page epic based on your last D&D campaign, please don’t.

Of course, if you read Making Light, you have to read the comments as well. Otherwise you’ll miss gems like this:

Some of the things I rant about when I’m reading slush:

(1.) Why do Dark Lords only ever want to take over the world? Why don’t they ever want to appear on the cover of Vogue, or bag all the Munros in record time, or convert everyone in the world to Lutheranism?

(2.) Why is it always a Dark Lord? Why isn’t it an evil syndicate or axis or cabal? And while we’re at it, why do Dark Lords never have enough staffers to administer a large operation?

(3.) Why, in worlds that have a long tradition of working magic, a low level of technology, and little or no organized religion or codified theology, does everyone hate and fear magical powers, and persecute people who develop them? Most especially, why do peasants who have no other source of medical or dental care go out of their way to persecute and alienate their witchy-but-kind village healers?

(4.) Why do people who find out they’re heir to great temporal and thaumaturgical power never say “Oh, goody!” And why is their artificially prolonged reluctance to do this obvious thing always referred to as “accepting their destiny” — especially in causal universes in which destiny is not otherwise a recognized force?

(5.) How can illiterate characters living in an illiterate culture have non-phonetic and orthographically outre names?

(6.) How much does this author think his mommy is paying me to read and remember these thickets of superfluous nomenclature, when I haven’t yet seen enough of the plot and characters to care who they are or what’s going to become of them?

I’d better quit now …

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Play resumes.

My PBMB on Dreamlyrics is underway again after a slightly longer hiatus that I’d planned, following my holiday and the recruitment of some additional players. Follow the adventures of Karogeth and Luanu, Hollis and Jorlak, and of Marlith.

There’s still one more opening, for anyone considering joining Dreamlyrics.

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History lessons for kids

Just what do today’s 12 year olds make of the computer games our generation used to play?

On Tetris

Tim: Which button do I press to make the blocks explode?

EGM: Sorry, they don’t explode.

Becky: This is boring. Maybe if it had characters and stuff and different levels, it would be OK. If things blew up or something

Space Invaders comes off even worse….

Tim: This is nothing compared to Grand Theft Auto III, because you can’t steal a taxi cab, pick up somebody, then drive into the ocean with him.

Kids today, I don’t know….

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Game Wish 68: Multiple GMs

I haven’t done any Game WISHes for a while. This week’s one is about Multiple-GM Games.

Have you ever played in or GMed a game with more than one GM? What was your experience with it? What were the strengths and weaknesses of having multiple GMs? Was it positive or negative? Would you do it again? If you’ve never tried it as a GM or player, would you like to? Why or why not?

I’ve played in two, one good, one bad.

The bad one was the time I was one of the co-GMs, and it went badly pear-shaped, largely because of lack of communication and a basic incompatibility of GM styles. It was a space opera style game focussing on crew of space pirates. The other GM controlled the overall game setting, but wanted to play a PC as well, so he had me GMing a lot of the individual scenes. Unfortunately things didn’t go well; for example, if I was too slow in responding, he’d jump in and take a thread in a completely different direction to the one I’d planned. Eventually I came to the conclusion this just wasn’t working, and bailed out leaving the other GM to run the game on his own. The story doesn’t end there, though. The other GM eventually quit, and I volunteered to take over the game. It’s still running.

The good example was the GURPS cyberpunk game Hawaiian Vacation, which had three GMs. In this case, there was one ‘master GM’, Maughn, and two assistants who played various NPCs, both adversaries and potential allies. This worked very well, and the whole thing was one of the most memorable games I’ve ever played in.

Why was this game a success, where the game I’d co-GMed was a failure? I think it was because there was a high level of communication between the GMs, and most importantly, each of the GMs had a clearly defined role.

Would I co-GM again? Probably, because now I know where I went wrong the first time round. It would have to be with someone I know well and had a good rapport with, and we’d need to clearly define each other’s roles within the game.

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HeroQuest is out!

Hero Quest, the new RPG set in Glorantha is out. Although billed as a brand new game, it’s really the second edition of Hero Wars, the game released about three years ago. I was very disappointed in Hero Wars; the appalling editing and layout made it very difficult to figure out quite how the system was supposed to work.

The new game is a big improvement. Although the basic game engine is the same, the actual rulebook has been completely rewritten, and the whole thing is much clearer. They’ve also changed the very freeform magic system quite a bit, introducing “common magic”, which means I can now convert my old RuneQuest character Javin, something I could not do with Hero Wars (Javin was a character with a lot of Battle Magic, but wasn’t initiated into any cult)

A lot of old time Runequest players will find Heroquest a quite different system. It’s more cinematic in power levels, and it’s very much a dramatist rather than a simulationist system, with a very abstract system for handling combat and magic. It’s possible to handle combats in a single die roll (roll well and you win the fight, roll badly and you lose), although there’s an extended contest rule for more dramatic situations which involves betting ‘action points’ on a series of dice rolls. You can use this system not just for fights, but for any dramatic contest, from some arduous physical task to trying to win the love of the princess.

Magic is totally abstract; rather than a long list of spells that do precise things and do X points of damage, you have a list of ‘affinities’ or ‘talents’ which simply have names, and it’s up to the players and the GM to decide what these abilities can do.

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Players Wanted!

If anyone’s thinking of joining Dreamlyrics (not a free site, but well worth the money!), I’ve just put out a recruitment notice for my long running game, KLR.

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Battle of the Superheroes

In true comic book style, Anglegrinderman has met his arch nemesis, Justlyacquiredpropertyrightsman

Well, Anglegrinderman – now you’re about to meet your match. You’re the disease, I’m the cure. “Live parking charge free or die” that’s your slogan isn’t it? Well, we’ll soon see about that. I’m gonna teach you some respect.

Oh what’s that you’re pointing at me? A piece of industrial machinery? Well, guess what piece of industrial machinery I’m pointing at you? Yeah, that’s right – it’s an RPG.

He’s going to batter him with a hardback copy of Hero System 5th Edition, the game that can actually be used in hand to hand combat.

Wallop! Blatt! Kerpow!!

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