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1/17/09 05:35 pm - (Mind-) Jammin'

 New Year's over and the evenings are starting to feel a little longer.  Today was the first warm day of the year, time to take a tour of the smallholding and check on the fences, animals, trees, winter damage done, and start some tidy-up chores before the work of the spring begins.  It's a good time of year - still like a tightly-coiled spring, everything waiting, under starter's orders - a quiet sense of anticipation for the burst of energy to come.

It's good for the writing, too.  I've got three "projects" underway at the moment, all in various stages of completion.  My writeup of my "New Commonality Era" far future space opera campaign using the Starblazer Adventures rules continues apace, and is cracking good fun.  Playing has been a bit delayed, largely because during the past two sessions we've been having such a cool time making characters!  All being well in the next ten days, though, we'll sit down for our first "proper" session.  Looking forwards to it very much indeed - Starblazer is still feeling like a very cool system.

On the Chronicles side, my "mini-campaign" supplement "Vales of Yala" managed to sink to priority 3 in early December, partly cos of the huge injection of enthusiasm for Starblazer, and partly cos of a nasty bug in Campaign Cartographer 3 which kept causing my City Designer 3 maps to refuse to save into PNGs, etc.  I rummaged a couple of nasty workarounds using print screen, but basically it was such a pain in the arse I left off the maps and did something else instead.  Vales of Yala is pretty much in first playtest draft stage barring the maps, so when I feel up to it I'll re-gird my loins and fire up CC3 and see if the bug is still there.  With the vagaries of Windows Vista, it wouldn't surprise me at all if it hadn't got mysteriously "better" in the intervening space...

Fiction writing is going good.  I spent most of last year researching an occult thriller I've been toying with for a couple of years, and this past month I finally got round to putting pen to paper.  I'm structuring it as a "novel in short stories", which is a first for me but was inspired by William Jones' "The Strange Tales of Rudolph Pearson" - it's a trick to string ten or so short stories into a coherent narrative whilst maintaining an interesting and compelling structure, but I really fancied having a go and the current plot I've got figured out lends it to that structure perfectly.  Also - and again as a structural exercise - I'm writing each short story separately, ie finishing off one before proceeding to the next, almost as if the stories are being serialised.  I've never done this before either, but it'll be interesting if I feel compelled to go back and change previously finished stories (which I'm trying not to do), or whether I can use the structural restriction to kick off some cool narrative episodes.  Only time will tell - I'm hoping to do one story a month for eight months, but realistically I'll be very happy if the whole thing is finished by year end!

Lastly, I've been going to a "writers' workshop" here in Normandy for the past few months, which is proving a real cool thing.  I'd been in need of some external, non-games-related stimulation for a while on the writing front, and there are precious few writers out here in the boondocks, either French or English or whatever, so happening upon this particular group was great.  It's a mixed bag of variously insane and eccentric wordsmiths, and as ever a totally cool way of holding a mirror up to one's own writing whilst getting covered in heaps of outside influences you'd never necessarily winkle out on your own.  I'm hoping they'll be able to act as a sounding board for the occult thriller thing too.

That's it for now.  Compared to this time last year, my writing calendar is full, and the planting season is still a couple of months away - so I'd better get scribbling!

*****

12/10/08 09:39 am - Starblazer beats the hype


I haven't been quite as excited about a set of RPG rules since... well, since the first arrival of Hero Wars, nearly a decade ago.  Starblazer, the Fate system brushed up for rollicking good space opera action, is gradually emerging from a year of speculation to hopefully change the world of SF RPG for good.  Having got my hands finally on a PDF copy just under a week ago, I'm frothing at the mouth ready to play this game with my long-gestated homebrew setting, the New Commonality Era.

Starblazer isn't like any other scifi ruleset I've seen.  There are no rules for how much your ammunition clip costs, or how much it weighs; no rules for how many cubic meters your cargo bay should be, or the wattage of your laser.  No gearhead stuff, no technical specification minutiae and pages of gravity calculation tables which Many Other SF RPGs so proudly display.

So what else is there in 600+ (!) pages of content?  A whole, complete, scifi game, that's what.  It's complete, as is, and arguably more complete than any other SF game: not only do you get characters, worlds, starships, and critters, but you also get rules for playing organizations, empires, humongous space beasts, giant robots, and piles more.  In one book.  A book that could kill someone if dropped from a first floor window, admittedly, but still one book.

I love it to bits.  And that's just the PDF.  It can do MY SETTING!  (YAY!)  Given that my setting is 1: extremely weirded out and 2: extremely far future, that's saying something.  I may have to expand on the Organization Rules slightly, but that's all; I've already been converting my current planetary and starship writeups to the Starblazer system and grinning at the devilishness which the Aspects system brings out in me.  Heh-heh-heh...

Most of all, and the main reason why 600+ pages actually is less of a trawl than, say, the 4e Players Handbook, is that the unified Fate system of Skills, Stunts, and Aspects is used across the board for every "game entity", be it a character, a planet, a starship, or an Empire.  It may feel kinda weird to be enumerating a planet's "Skills" or a starship's "Stunts", but the unified terminology generates piles of synergies and means you learn one single resolution system, and then get creative with it in different contexts.  Lovely - and much easier on the brain.  I get the feeling that even the 600+ page rulesbook will be little referred to once you've played a few sessions - the rules are that intuitive.

So what's missing?  Well, this is what will IMHO split the SF RPG community down the middle.  It's the gearhead stuff.  There really isn't any.  Sure, there are groovy starships, nasty rayguns, enormous spacestations, evil robots, etc: but there is *no* pseudo-scientific gobbledigook provided to explain it all away.  How do FTL drives work?  How long does it take to travel 29.6 Light Years?  What's the exact atmospheric composition of that unbreathable atmosphere?  Starblazer is refreshingly honest about this: for games rules purposes, none of the answers to the above questions actually MATTER.  Quite remarkably, for a book that size, there is very little "chrome".

Now this will upset some people.  However, IMHO, it shouldn't.  If one thing argued Traveller (for example) into a corner, it was its obsession with pseudo-scientific rationalization from day one.  It told you how big a computer was, and how much it could remember; it provided exact restrictions on how jump drive worked; and before you knew it, the OTU was inherent in the rules, and increasingly difficult to disentangle from future products.  More than anything, it got outstripped by current technology advances ridiculously quickly, especially the computer rules, to the extent that the OTU ends up dated as "the Seventies in Space", with no nanotech, no biotech, and computers the size of refrigerators with 64K of memory... (I exaggerate, but you get the point...)  Starblazer stays clear of trying to PHD the scientific descriptions - second-guessing the future is a pretty futile task at best - and as a core rulesbook is a complete playable game out of the box.  But it's also a toolkit for gaming in your own setting of choice.  Yes, you can play in the OTU using Starblazer; you can also play in the Star Trek Federation or the Star Wars galaxy with no real work other than speccing out your ships, planets, and organizations. 

What interests me next is the sort of supplements Starblazer is going to spawn.  It's very possible to please a heckuva lot of people here.  I would suggest two types of supplement will do the trick: first, a pile of scenarios in "generic" Starblazer style, ie with plenty of fun and action and about the same level of chrome (ie not much) as the rules; second, some settings books, with presentations of setting-based chrome contextualising the Starblazer rules.  So, for example, a "Star Trek Setting" book (assuming such were ever possible! :-D) would provide organization sheets for the Klingons, Romulans, Vulcans, Federation, etc, starship sheets for the Enterprise, etc, *and* it would explain that FTL is "Warp Drive", offer examples on how it works, provide descriptions of matter transport and replicators, phasers, etc, tying them all into the Starblazer core rules.  And then, on the other hand, a "Against the Dark Empire" scenario book would provide a suite of scenarios which were playable out of the box, but which could also be easily used in any setting the Story Teller was using Starblazer for.

As a development of the above, too: Starblazer isn't anti-gearhead per se, it's just that the core rulesbook doesn't go mad about it.  A "Star Trek Setting" could easily produce as much gearhead material as it wanted, if the setting demanded it, without upsetting the Starblazer rules.  I'll be very interested to see if we get fan-created weapons lists with weights, costs, and ammo capacity, appearing shortly; wouldn't surprise me at all.

Such is my two-penn'orth, anyway...

Right - back to reading, and writing up those planets and organizations!  Kudos to the Cubicle7 guys for producing a cracking, exciting, science-fiction game!

*****  

 

11/29/08 05:59 pm - Looking up from the keyboard, I see our orbit has advanced...

Well, dang, that's another month flashed by...  Tons of reading and research for my next fiction writing project, due to start as soon as next month, and pretty much finished with the first playtest draft of what may be the next Chronicles book, "Vales of Yala", which has been great fun in a kind of ERB / Dreamlands LSD kinda way.  Looking forwards to playtesting it.  At the moment bogged down with trimming the maps up in CC3 - I've had all kinds of merry hell breaking loose when trying to use CC3 on Vista, but the good folks at Profantasy seem keen to fix things as soon as they find them, so I'm hopeful.  Doesn't half kick your schedules into a cocked hat, though.

I've also been getting pretty darn excited about Starblazer Adventures.  I bought Spirit of the Century about two-three weeks back, looking for something crunchier (and a bit less arbitrary, to be honest) than HeroQuest, and was favorably impressed.  I'm looking for some decent rules to play about with some of the madder aspects of the Very Far Future scifi setting I've been working on; SotC threw a few ideas my way, but last week I found out about Starblazer (actually, I think I first read about it last summer, but it didn't really register then).  I've preordered and am waiting on the PDF right now, but reckon I'll be using SBA to play the scifi setting (let's call it the New Commonality Era for now - I have a much jazzier title, but that's under wraps at the mo), at least for the first few sessions.

I've been wanting to write a decent sf setting for a while - something which was more than Del Boy in Space, or the 1970s in Space - and have been brewing this up for a while.  I'm hoping it'll occasionally blow my mind, and those of my players - as good SF is supposed to!  We'll see - but roll on Starblazer!

*****
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