Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 59 of 111)

Sci Fi Technology and Setting Dials

I’m continuing my thoughts on Sci Fi setting ‘dials’. Here is a brain dump of version technologies that you should probably consider for any Sci Fi setting. At the end I give my opinion on which technologies I typically use or avoid.

Technology Questions

namgwon-lee-12-leenamgwon-201409Starships

  • FTL Drives —Are there faster-than-light drives? How do they work? (My favorite is Classic Traveller-style Jump drives. Ships are rated with FTL drives Jump 1 to Jump 3. You have 8×10 hex subsector maps, each hex is a parsec wide, and each Jump rating lets you jump 1 hex. So a Jump 3 ship can go 3 hexes on the map. Jumps take about 2 weeks regardless of distance.)
  • Slower-than-Light Drives — What do they call that? Impulse, fusion drive, planetary drive, etc.
  • Cloaking Devices — Yeah or nay? I’d say avoid them.
  • Tractor Beams — Yeah or nay?
  • Artificial Gravity — All but the hardest Sci Fi has this; otherwise miniature combat is going to be really weird!
  • Force Fields — They have them in Star Wars but they are rarely mentioned. In Star Trek they are a key trop in starship combat (‘Shields at 13%!’).

Transportation

  • Teleportation — Any teleportation devices? If you use a Star Trek style ‘beam’ technology you’ll need specific rules or else bad guys will put an A-Bomb on your bridge.
  • Levitation Technology — Is there something like repulsorlift technology like you have in Star Wars that lets vehicles hover over the ground?

Combat and Recovery

  • Guns — Are slug throwers (like Battlestar Galactica) or energy weapons the norm?
  • Healing — Bacta tanks, autodocs, etc.
  • Combat Armor — Allowed? How powerful, is this Starship Troopers?
  • Stasis Technology — Any way to freeze or put folks into stasis?

Computers

  • AI’s — Cool but may make knowledge checks OP if the computer knows everything in the universe and can give you the best plan to attack your enemy.
  • Computer Hacking — Is computer hacking and diving into cyberspace a thing?
  • Internet — Is there a datanet / data grid like the internet? If so, how does it work? Planetary? Galactic?

Biotechnology

  • Cloning and genetic engineering — What does the setting have if any? Is it legal?
  • Cybernetics — Any implants allowed?
  • Nanotechnology — Most settings don’t have it; need to think through impacts if you add this.
  • Transhumanism — Any folks with hands for feet, extra limbs, and weird stuff?
  • Aging — Is there a Niven-style boosterspice type drug to slow aging?

Communication

  • Holography — Most settings have a bit of this.
  • FTL Communications — Is communications age-of-sail style, where you can’t communicate faster than ship travel speed? Or is it like Star Trek and Star Wars where you can real-time video chat through ‘subspace’? The latter looks good in the movies but also let’s you call for help and I think is more troublesome than helpful for RPG games.

Culture

  • PC Races — PCs as Humans-only, or other creatures? Can humans be robots?
  • Languages — Is there some sort of universal translator if/when you have an alien first contact? What is the common language called?
  • Royalty — Is there an aristocracy, with space barons and feudalism? If you want to save the space princess, you’ll want this.
  • Psionics — Do folks have it? Is it rare? Illegal?

My Preferred ‘Setting Dials’

Most settings I like (in terms of RPG settings) have these dial setting:

  • FTL — Jump drive technology like Classic Traveller.
  • Communication — Communication is Age of Sail; no subspace faster than FTL jumps.
  • No AI’s on Ships — Otherwise too easy for PCs.
  • Internet is planetary — Otherwise too easy for PCs.
  • No nanotechnology — Keep it lower tech.
  • No transhumanism — Too weird for my tastes.
  • No teleportation — Too weird or OP.
  • No psionics for PCs — Only for NPCs.
  • No cyberspace — You can hack computers Star Wars style, but you’re not doing a Tron style immersion into cyberspace.

 

Imperium Story Types

Been talking to Mason about his upcoming Imperium campaign. One topic that has come up is Sci Fi tropes. Here’s a table I came up with at one point that is useful to think through. Might be worthwhile to ask players which tropes they like or don’t like 🙂

12 Sci-Fi Story Types

Review the list for ideas, or roll 2d6 and to see what story to create in your next adventure. Patrons can give missions for items 2-12.

  1. Patron: Get a job from a patron such as obtaining a macguffin.

  2. Exploration: Salvage of ancient ruins, abandoned ships, exploring dungeons.

  3. Merchant: Trading cargo and working the stock market using trade tables.

  4. Heists: Con jobs or other missions to get an object.

  5. Military: Defend an outpost or fight warlords.

  6. Aliens: Encounter exotic creatures, fight predators, or safari missions.

  7. Cultures: 1st contact scenarios, modern cultural issues reskinned.

  8. Court Intrigue: Interact with nobles/politicians or become one.

  9. Distress Calls: Answer an S.O.S., but no telling what you really will encounter.

  10. Space Battles: Vacc suit fights, bridge action, fleet combats.

  11. Belters: Asteroid exploration, strikes, megacorp intrigue.

  12. Survival: Survive a ship crash, prison, hostile terrain or sabotaged ships.

RPG Space Sci Fi Tropes

Other iconic genre elements I can think of that is great to work in at Con game especially (to make it feel like you placed a Space game):

  • Melee combat with futuristic weapons,
  • Ranged combat with futuristic weapons
  • Fighting alien monsters
  • EVA in a space suit
  • Piloting a ship
  • Solving a cosmic enigma
  • Spaceship combat

traveller___mining_ship_by_steampoweredmikej-d7j0zmd

 

 

Ringworld Novels & RPG

Larry Niven's Ringworld

Larry Niven’s Ringworld

I just finished Larry Niven’s Neutron Star; amazingly good stuff! I read a lot of Larry Niven’s Known Space science fiction back in the 80’s. I am beginning to re-read his novels. His characters and stories span several centuries, so it’s hard to know where best to jump in. I did some research and put together a recommended reading order. Below is the sequence in which I’ll be reading his epic saga. Oh, and this setting has an RPG as well. More on that in a sec.

Ringworld

For the uninitiated, Ringworld is an epic saga that has an original series written by Niven (Ringworld, Engineer, Throne, Children) followed by a new series of Known Space novel co-authored with Edward M. Lerner (Fleet of Worlds, Juggler of Worlds, Destroyer of Worlds, Betrayer of Worlds). Ring world was originally written in 1970. It was set in his Known Space universe and is a classic of science fiction literature. Ringworld won the Nebula Award in 1970, as well as both the Hugo Award and Locus Award in 1971 (one of the few novels ever to win both the Hugo and Nebula).

Niven later added four sequels and four prequels. (The Fleet of Worlds series, co-written with Edward M. Lerner provides the four prequels as well as Fate of Worlds, the final sequel.) These books tie into numerous other books set in Known Space.

Ringworld

Ringworld

Reading Order

The Ringworld Saga

  • #1 — Neutron Star (introduces many key ideas like Known Space, Outsider Hyperdrive, and the Puppeteers).
  • #2 — Ringworld (introduction to Ringworld).
  • #3 — Protector (the backstory of the Pak, which is crucial to many key points in Ringworld).
  • #4 — World of Ptavvs (reveals more about the ancient Slavers that ruled the Galaxy; this novel is included in the omnibus Three Books of Known Space).
  • #5 — Ringworld Engineers (we discover the fate of the Puppeteers and the Ringworld).
  • #6 — Ringworld Throne (the least gripping of all the novels; reveals Puppeteer technology).
  • #7 — Ringworld’s Children (stunning conclusion to the Ringworld arc).

Fleet of Worlds Backstory

  • #8 — Crashlander (the backstory of Beowulf Shaeffer; contains the Hugo winning Beowulf Shaeffer story “The Borderland of Sol”. Some other stories here duplicate Neutron Star. However, if you’re reading the ‘of Worlds’ series, you’ll want to read “The Borderland of Sol” first (since the Worlds series have spoilers for “The Borderland of Sol”).
  • #9 — Flatlander (the backstory of Carlos Wu; you could skip this book though).

Fleet of Worlds Saga (Prequels to Ringworld Saga)

  • # 10 — Fleet of Worlds
  • # 11 — Juggler of Worlds
  • # 12 — Destroyer of Worlds
  • # 13 — Betrayer of Worlds

The Final Novel

  • # 14 — Fate of Worlds (Larry Niven and Edward Lerner’s explosive finale to the Ringworld and the Fleet of Worlds series. Fate of Worlds opens as (from the Ringworld series) Ringworld’s Children closes, which is decades after Betrayer of Worlds, the prior book in the Fleet of Worlds series. The novel concludes both series, and involves characters from both.)

RPG

Ringworld RPG

Ringworld RPG

And of course I’d be remiss if I didn’t mention the Ringworld RPG. I just ordered a copy off eBay. It’s long out of print, and not sure I’d ever run the system as is. By itself, if nothing else, it serves as an amazing setting guide for Known Space. The system uses Chaosium Basic Roleplaying system and has a version of the rules used in Call of Cthulhu, Stormbringer, and Runequest. One caution I’ve read from people who’ve played Ringworld RPG is to do something about the random age rules. The rules as written will let some players have very old characters who are healthy through the use of anti-aging booster-spice and are overwhelming more powerful that a young character. Just house-rule it so everyone is around the same age and you’re good to go.

I might run Ringworld RPG at NTRPGCon someday. If I ever run a campaign in this setting, I’d might use some version of Classic Traveller instead if players didn’t want to use the out-of-print rules.

Top Games Wanted at NTRPGCon

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Yesterday I talked about Top Games Played at NTRPGCon. Now I’ll move on to some interesting survey results.

I ran a poll on the NTRPGCon Facebook group which asked “What old-school game that is seldom / never run at NTRPGCon would you most like to play in next year?” I listed a few games, but allowed folks to add their own choices. Below were the results.

Star Frontiers was the clear winner — I suspect based on that and feedback folks were giving in the comments that we’ll see at least a few Star Frontiers at the 2017 con! I’m considering running a Bunnies & Burrows game and maybe another Middle-earth game.

Top 12 Games Seldom/Never Run at NTPGCon

  1. Star Frontiers (38 votes)
  2. Top Secret SI (22 votes (tie))
  3. Star Wars WEG d6 (22 votes (tie))
  4. Bunnies & Burrows RPG (13 votes (tie))
  5. Stormbringer RPG (13 votes (tie))
  6. Chainmail (13 votes (tie))
  7. Marvel TSR (13 votes (tie))
  8. Gangbusters (12 votes (tie))
  9. Dark Sun (12 votes (tie))
  10. Star Trek (FASA, LUG, etc.) (11 votes)
  11. Runequest (10 votes)
  12. MERP (8 votes)

18 other entries got between 1 and 7 votes. See the full poll results here.

Upcoming Games

Here’s a weekly roundup of upcoming games listed on the Dicehaven Google Calendar. Look for further details and RSVPs from your respective GMs.

  • Star Wars Makeup Game — Thursday, June 16 6:30pm (Stan’s House)
  • 50 Fathoms — Saturday, June 18 6:30pm (Stan’s House)
  • Texicon — Thursday, June 23 to Sunday, June 26 (see Texicon.net; Jeff & Mason and maybe others will attend at least one day)
  • Gaslight Heroes — Thursday, June 23 6:30pm (Stan’s House)
  • Bonus Game (One-Shot, TBD) –Thursday, June 30 (Stan’s House)
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