Seattle is a beautiful city. I visited it for the first time this past week. One highlight of the trip was a visit to the EMP Museum. This museum is dedicated to popular culture, notably rock music and fantasy/sci-fi/horror. In particular, the "Icons of Science Fiction" exhibit was awesome. Presented below are some of my pictures:
"You sold a reverberating carbonizer with mutate capacity to an unlicensed cephalopoid, Jeebs, you piece of shit!"
"No! Try not! Do...or do not. There is no try."
"It can't be bargained with. It can't be reasoned with. It doesn't feel pity or remorse or fear. And it will not stop. Ever. Until you are dead."
I'm sorry, Dave. I'm afraid I can't let you do that."
"Risk is our business. That's what this starship is all about. That's why we're aboard her."
-Rognar-
Showing posts with label science-fiction. Show all posts
Showing posts with label science-fiction. Show all posts
Sunday, August 03, 2014
Wednesday, March 20, 2013
The aliens of TSR
Back in the good old days of TSR, Inc., much like it is today, Dungeons & Dragons was king. However, they did produce some other tabletop rpgs in different genres, including their popular post-apocalyptic game, Gamma World (1st ed. 1978), and their less-popular space opera game, Star Frontiers (1st ed. 1982). Personally, I quite liked Star Frontiers (much more than Gamma World, which just seemed weird and unbalanced to me). Star Frontiers includes three alien PC races, in addition to Humans, the Dralasites, the Vrusk and the Yazirians. The Dralasites are a race of amorphous blobs who can grow limbs as needed and have a fondness for philosophical discourse and lame jokes. They breathe through their skin, giving them an acute sense of smell, but their vision is limited. Because of their cultural affinity for debating, they have some ability to detect lies. The Vrusk is an insectoid race with a highly-complex society. Most Vrusk work for some mercantile entity and their loyalty to their company is absolute. Due to the extreme complexity of their laws and customs, Vrusk are highly-adept at social interaction. They have a racial ability to comprehend hidden motives and intentions. The Yazirians are tall, slender simians with large, wing-like membranes between their arms and legs that allow them some limited ability to glide. They are an aggressive, warlike race with night vision and the ability to enter into a berserker state in combat. A later effort at introducing a second edition of the game, entitled Zebulon's Guide to Frontier Space (1985), introduced several new races, but no supplements beyond the first book were ever published and the new edition was left abandoned and incomplete.
TSR flirted briefly with the space opera genre in 1993 as part of its Amazing Engine generic game system and the supplement, The Galactos Barrier. However, that experiment was very short-lived and they didn't really get serious until 1998 with the release of Alternity. A whole new suite of PC aliens are introduced in Alternity. These include the Fraal, a race of highly-advanced and peaceful nomads who bear a strong resemblance to the stereotypical aliens of UFO folklore. There is also the Mechalus, a cybernetic race trying hard to make amends for a dark past, the Sesheyans, a non-technological race of stealthy, bat-like humanoids, the T'sa, a technologically-advanced and constantly active reptilian race, and the Weren, a race of huge, lumbering, furry humanoids with a warrior culture and a preference for black-powder weapons. Like Star Frontiers and Amazing Engine, Alternity was a short-lived product line, although a significant number of supplements were published. These include several game settings. The Star Drive campaign setting might be described as the default space opera setting, but a modern sci-fi conspiracy setting called Dark Matter was also released, as were settings based on Gamma World and StarCraft.
Finally, in 2002, Wizards of the Coast released d20 Modern (and d20 Future two years later) and they did something quite interesting. They took all the alien races from Star Frontiers and Alternity and combined them into the new game. It was awesome to see Werens and Dralasites, Sesheyans and Yazirians available together and it was a laudible gesture from WotC to fans of these out-of-print games.
-Rognar-
TSR flirted briefly with the space opera genre in 1993 as part of its Amazing Engine generic game system and the supplement, The Galactos Barrier. However, that experiment was very short-lived and they didn't really get serious until 1998 with the release of Alternity. A whole new suite of PC aliens are introduced in Alternity. These include the Fraal, a race of highly-advanced and peaceful nomads who bear a strong resemblance to the stereotypical aliens of UFO folklore. There is also the Mechalus, a cybernetic race trying hard to make amends for a dark past, the Sesheyans, a non-technological race of stealthy, bat-like humanoids, the T'sa, a technologically-advanced and constantly active reptilian race, and the Weren, a race of huge, lumbering, furry humanoids with a warrior culture and a preference for black-powder weapons. Like Star Frontiers and Amazing Engine, Alternity was a short-lived product line, although a significant number of supplements were published. These include several game settings. The Star Drive campaign setting might be described as the default space opera setting, but a modern sci-fi conspiracy setting called Dark Matter was also released, as were settings based on Gamma World and StarCraft.
Finally, in 2002, Wizards of the Coast released d20 Modern (and d20 Future two years later) and they did something quite interesting. They took all the alien races from Star Frontiers and Alternity and combined them into the new game. It was awesome to see Werens and Dralasites, Sesheyans and Yazirians available together and it was a laudible gesture from WotC to fans of these out-of-print games.
-Rognar-
Tuesday, March 19, 2013
Centauri ship enters Solar System
NASA has published a photo of an asteroid called P/2010 a2. The asteroid is notable for its unusual comet-like tail which NASA scientists suggest is the result of a high-speed collision. However, looking at the structure of the debris field, I am reminded of something else.
Just think, our first contact may involve a race of decadent, 18th-century European aristocrats with a penchant for orbital bombardment.
-Rognar-
Just think, our first contact may involve a race of decadent, 18th-century European aristocrats with a penchant for orbital bombardment.
-Rognar-
Tuesday, November 13, 2012
What I'm reading...Darkship Thieves
My reading time is precious, so typically, when I decide on my next book, I will choose something based on word of mouth from a trusted source or select an old classic that I'd always intended to read, but just never got around to it. However, when I picked up my latest book, Darkship Thieves, by Sarah A. Hoyt, it was for an entirely different reason. Ms. Hoyt is a Portuguese-American science-fiction/fantasy writer and outspoken libertarian who contributes to a couple of political blogs I frequent. I became interested in her fiction by reading her online political musings and though most of her books might be described as historical fantasy, Darkship Thieves and her soon-to-be-released sequel, Darkship Renegades are pure space opera in its finest tradition.
Darkship Thieves is best described as a sci-fi romance. Settle down, you guys, there are no heaving bosoms and I do not recall a single use of the word "bodice". It is the story of Athena Hera Sinistra, the wayward daughter of a member of the ruling class in a far future Earth, centuries after a vicious pogrom cleansed the planet of genetically-modified humans including the dreaded rulers, the Biolords. Following a mutiny on her father's spaceship, Athena is forced to flee in an escape pod, only to be captured by a darkship thief. Darkship thieves are mysterious pirates who steal energy pods in their technologically-advanced and stealthy darkships. Athena's captor turns out to be a genetically-enhanced human with cat-like vision and reflexes named Kit Klaavil, a descendent of exiles who escaped Earth during the uprising against the Biolords. Though no match for Kit's superhuman reflexes, Athena had always been unusually adept in a variety of ways and her fighting prowess was no exception. Kit senses something unusual about her and decides to take her back to the hidden base of his people. What follows is a story of growing love between Kit and Athena and growing dread for the future of Kit's people. The climactic confrontation is action-packed and the big reveal is awesome.
Overall, Darkship Thieves has a distinct "golden-age" feel. There is little in the way of technical jargon, even though the main character is something of a gearhead. Although the budding romance between Athena and Kit is central to the novel, it doesn't read like chick-lit. There's plenty of action, interesting world-building and a smattering of Heinleinesque political commentary thrown in for good measure. Indeed, Darkship Thieves won the Prometheus Award for the best novel of 2011, from the Libertarian Futurist Society. Well worth a look.
-Rognar-
Darkship Thieves is best described as a sci-fi romance. Settle down, you guys, there are no heaving bosoms and I do not recall a single use of the word "bodice". It is the story of Athena Hera Sinistra, the wayward daughter of a member of the ruling class in a far future Earth, centuries after a vicious pogrom cleansed the planet of genetically-modified humans including the dreaded rulers, the Biolords. Following a mutiny on her father's spaceship, Athena is forced to flee in an escape pod, only to be captured by a darkship thief. Darkship thieves are mysterious pirates who steal energy pods in their technologically-advanced and stealthy darkships. Athena's captor turns out to be a genetically-enhanced human with cat-like vision and reflexes named Kit Klaavil, a descendent of exiles who escaped Earth during the uprising against the Biolords. Though no match for Kit's superhuman reflexes, Athena had always been unusually adept in a variety of ways and her fighting prowess was no exception. Kit senses something unusual about her and decides to take her back to the hidden base of his people. What follows is a story of growing love between Kit and Athena and growing dread for the future of Kit's people. The climactic confrontation is action-packed and the big reveal is awesome.
Overall, Darkship Thieves has a distinct "golden-age" feel. There is little in the way of technical jargon, even though the main character is something of a gearhead. Although the budding romance between Athena and Kit is central to the novel, it doesn't read like chick-lit. There's plenty of action, interesting world-building and a smattering of Heinleinesque political commentary thrown in for good measure. Indeed, Darkship Thieves won the Prometheus Award for the best novel of 2011, from the Libertarian Futurist Society. Well worth a look.
-Rognar-
Friday, October 19, 2012
The Urth of the New Sun
Having completed The Book of the New Sun by Gene Wolfe a few weeks back, I promptly turned my attention to the sequel, The Urth of the New Sun. Set ten years after the events of the original series, it tells the story Severian's effort to fulfil the prophecy of the New Sun and the ultimate fate of Urth.
[Spoilers ahead]:
The Urth of the New Sun begins with Severian onboard the spaceship, Tzadkiel, on a journey to Yesod, a higher universe, where he, like several Autarchs before him, will undergo a test to determine if the people of Urth are worthy to receive the New Sun. There are, of course, mishaps and even an attempted mutiny along the way, as there are many who do not wish Severian to succeed. After all, the arrival of the New Sun will bring with it, a great cataclysm and most people of Urth will not survive. Soon after his arrival, Severian learns that there is no test and that he is the one to bring the New Sun. He then returns to Urth to prepare it as best as he can. However, this where things start to get a bit chaotic. Severian finds that he can travel the "corridors of time", sometimes at will, other times unconsciously. Indeed, when he arrives back at Urth, he is in the past, during the reign of the Monarch Typhon. Later he arrives at a time a few decades after he left, his wife sits on the throne of the Commonwealth and the New Sun is just about to arrive. Still later, he returns to the distant past to the time of Apu-Punchau, an ancient ruler in prehistoric Urth and then, finally, to a future time, a few generations after the return of the New Sun.
I must confess, I found the latter third of this book a bit difficult to follow at times, largely because of the time travel. Some of the journey's through the corridors of time were not made immediately known to the reader. Still, once I realized what had happened, I was able, with an occasional bit of rereading, to clarify things. All, I can really say as far as a recommendation is, if you enjoyed The Book of the New Sun, you must read The Urth of the New Sun. It doesn't tie up many loose ends from the original series (my sense is that Wolfe is not the kind of writer who feels compelled to do so), but it will answer the one big unanswered question, namely, what would become of Urth and the prophecy of the New Sun.
-Rognar-
[Spoilers ahead]:
The Urth of the New Sun begins with Severian onboard the spaceship, Tzadkiel, on a journey to Yesod, a higher universe, where he, like several Autarchs before him, will undergo a test to determine if the people of Urth are worthy to receive the New Sun. There are, of course, mishaps and even an attempted mutiny along the way, as there are many who do not wish Severian to succeed. After all, the arrival of the New Sun will bring with it, a great cataclysm and most people of Urth will not survive. Soon after his arrival, Severian learns that there is no test and that he is the one to bring the New Sun. He then returns to Urth to prepare it as best as he can. However, this where things start to get a bit chaotic. Severian finds that he can travel the "corridors of time", sometimes at will, other times unconsciously. Indeed, when he arrives back at Urth, he is in the past, during the reign of the Monarch Typhon. Later he arrives at a time a few decades after he left, his wife sits on the throne of the Commonwealth and the New Sun is just about to arrive. Still later, he returns to the distant past to the time of Apu-Punchau, an ancient ruler in prehistoric Urth and then, finally, to a future time, a few generations after the return of the New Sun.
I must confess, I found the latter third of this book a bit difficult to follow at times, largely because of the time travel. Some of the journey's through the corridors of time were not made immediately known to the reader. Still, once I realized what had happened, I was able, with an occasional bit of rereading, to clarify things. All, I can really say as far as a recommendation is, if you enjoyed The Book of the New Sun, you must read The Urth of the New Sun. It doesn't tie up many loose ends from the original series (my sense is that Wolfe is not the kind of writer who feels compelled to do so), but it will answer the one big unanswered question, namely, what would become of Urth and the prophecy of the New Sun.
-Rognar-
Thursday, September 27, 2012
Reading project - The Book of the New Sun
The latest installment in my effort to read all the science-fiction works in the NPR Top 100 Science-Fiction and Fantasy Books is The Book of the New Sun by Gene Wolfe. It is a tetralogy, comprising The Shadow of the Torturer, The Claw of the Conciliator, The Sword of the Lictor and The Citadel of the Autarch telling of a distant future of deprivation and decadence in the shadow of a golden age long past, similar to that described in The Dying Earth by Jack Vance. No less an authority than Neil Gaiman has described The Book of the New Sun as "the best SF novel of the last century".
[Spoilers ahead]:
In broad terms, The Book of the New Sun is a Bildungsroman, following the progress of Severian, an apprentice torturer who would one day ascend to great heights, both figuratively and literally. His journey begins with a crisis of conscience in his role as a torturer. He grants mercy to a noblewoman condemned to a horrible death and faces exile for his failure to fulfil his duty. Forced out into a world he knows little about, where his kind are hated and feared, Severian must find his way armed only with a fine executioner's sword and the black cloak that is the badge of his office. Along the way, he encounters bizarre creatures, weird technologies from the ancient past and plenty of women. Yes, Severian chases a lot of women. One turns out to be a clone, another is resurrected from the dead, while the lone, seemingly normal one, spends most of the novels trying to kill him. Eventually on the run for failing a second time to fulfil his duty, Severian joins a mercenary company on the front lines in a war against the Ascians, sworn enemies of his homeland, leading up to the climactic events that reveal his ultimate destiny.
Reading The Book of the New Sun, I was struck by the way Wolfe's world-building, which is truly impressive, parallels the approach taken by Tolkien in The Lord of the Rings. Wolfe would often step outside of the narrative, telling stories largely unrelated to the plot, typically through recitation from Severian's brown book, a treasured possession from his youth, or, in one case, from a storytelling competition among several suitors to win the hand of a woman. These serve a role, much like the many poetic interludes in The Lord of the Rings, to flesh out the world, giving it texture and depth. Without the considerable world-building in The Book of the New Sun, it could have been a significantly shorter work, and probably an easier read, but too much of what makes it truly special would have been lost.
I would be remiss if I didn't mention Terminus Est, Severian's sword. Roughly translated as "this is the end", Terminus Est is a marvel. A hollow, flat-tipped greatsword with a reservoir of quicksilver inside, it is the obvious inspiration for the mercurial greatsword introduced to D&D 3.5. Though primarily an executioner's blade, rather than a fighting sword, Terminus Est gets Severian out of many life-threatening situations. It's eventual destruction is as heartbreaking as any of the deaths in the series.
A challenging read, but well-worth the commitment.
-Rognar-
[Spoilers ahead]:
In broad terms, The Book of the New Sun is a Bildungsroman, following the progress of Severian, an apprentice torturer who would one day ascend to great heights, both figuratively and literally. His journey begins with a crisis of conscience in his role as a torturer. He grants mercy to a noblewoman condemned to a horrible death and faces exile for his failure to fulfil his duty. Forced out into a world he knows little about, where his kind are hated and feared, Severian must find his way armed only with a fine executioner's sword and the black cloak that is the badge of his office. Along the way, he encounters bizarre creatures, weird technologies from the ancient past and plenty of women. Yes, Severian chases a lot of women. One turns out to be a clone, another is resurrected from the dead, while the lone, seemingly normal one, spends most of the novels trying to kill him. Eventually on the run for failing a second time to fulfil his duty, Severian joins a mercenary company on the front lines in a war against the Ascians, sworn enemies of his homeland, leading up to the climactic events that reveal his ultimate destiny.
Reading The Book of the New Sun, I was struck by the way Wolfe's world-building, which is truly impressive, parallels the approach taken by Tolkien in The Lord of the Rings. Wolfe would often step outside of the narrative, telling stories largely unrelated to the plot, typically through recitation from Severian's brown book, a treasured possession from his youth, or, in one case, from a storytelling competition among several suitors to win the hand of a woman. These serve a role, much like the many poetic interludes in The Lord of the Rings, to flesh out the world, giving it texture and depth. Without the considerable world-building in The Book of the New Sun, it could have been a significantly shorter work, and probably an easier read, but too much of what makes it truly special would have been lost.
I would be remiss if I didn't mention Terminus Est, Severian's sword. Roughly translated as "this is the end", Terminus Est is a marvel. A hollow, flat-tipped greatsword with a reservoir of quicksilver inside, it is the obvious inspiration for the mercurial greatsword introduced to D&D 3.5. Though primarily an executioner's blade, rather than a fighting sword, Terminus Est gets Severian out of many life-threatening situations. It's eventual destruction is as heartbreaking as any of the deaths in the series.
A challenging read, but well-worth the commitment.
-Rognar-
Friday, August 24, 2012
Back to my reading project
After taking a break from my effort to complete all the SF books in the NPR Top 100 Science Fiction and Fantasy Books, during which time I read the John Carter of Mars trilogy (not on the list, but entertaining), I returned to my reading project over my recent vacation with the monumental Anathem, by Neal Stephenson. I had one brief flirtation with Stephenson's work back in the late '90s when a friend of mine insisted I read Snow Crash. I'm not much of a cyberpunk fan and I just wasn't ready to appreciate Stephenson's work at the time, but I'm glad I decided to give him a second look. Anathem relates the story of the Concent of Saunt Edhar, a monastery (or "math" as they are referred to on Arbre, the planet upon which the novel is set) dedicated not to religious reflection, but to science (theorics) and philosophy (metatheorics). As a result of thousands of years of tumultuous history, the mathic system has come to its present form, sequestered from the outside world, denied access to most technology (praxis) and tasked with keeping records of humanity's accumulated knowledge as civilization rises, falls and rises again. In exchange for allowing the mathic world certain priviledges, the Secular Power reserves the right to call out or evoke individual avout (monastic members) in times of great need if it feels they could be of some value.
[Minor spoilers ahead]:
Things really get tense when the Secular Power starts evoking several avout at a time and one particularly beloved older avout even gets the aut of Anathem (a combination of excommunication and expulsion) for engaging in some undisclosed, but seriously forbidden research. In short order, the remaining avout determine that an alien spacecraft has assumed orbit above the planet. Awesomeness ensues.
This book is a challenging read, no question. There are lengthy philosophical discussions, especially between mathic orders who descend from Saunt Halikaarn and those who claim descent from Saunt Proc. The philosophical differences between these two correspond to Platonic realism and mathematical formalism, respectively. Overlain on top of all this is a mountain of unfamiliar terminology. A cellphone is a jeejah, a video camera is a speelycaptor. Yet, despite all that, Anathem is a real pageturner. I read the entire book, just shy of a thousand pages, in under two weeks. Now, I'll have to make it up to my kids. I can't really say if you, the gentle reader, will love this book or hate it. It definitely will require a certain type of person to appreciate it, but I can say I never read a book before that made me want to go read up on Plato's Theory of Forms.
I suppose I should prepare myself for more Stephenson awesomeness, Snow Crash, The Diamond Age and Cryptonomicon are all on the NPR list. I'm getting a little light-headed just thinking about it.
-Rognar-
[Minor spoilers ahead]:
Things really get tense when the Secular Power starts evoking several avout at a time and one particularly beloved older avout even gets the aut of Anathem (a combination of excommunication and expulsion) for engaging in some undisclosed, but seriously forbidden research. In short order, the remaining avout determine that an alien spacecraft has assumed orbit above the planet. Awesomeness ensues.
This book is a challenging read, no question. There are lengthy philosophical discussions, especially between mathic orders who descend from Saunt Halikaarn and those who claim descent from Saunt Proc. The philosophical differences between these two correspond to Platonic realism and mathematical formalism, respectively. Overlain on top of all this is a mountain of unfamiliar terminology. A cellphone is a jeejah, a video camera is a speelycaptor. Yet, despite all that, Anathem is a real pageturner. I read the entire book, just shy of a thousand pages, in under two weeks. Now, I'll have to make it up to my kids. I can't really say if you, the gentle reader, will love this book or hate it. It definitely will require a certain type of person to appreciate it, but I can say I never read a book before that made me want to go read up on Plato's Theory of Forms.
I suppose I should prepare myself for more Stephenson awesomeness, Snow Crash, The Diamond Age and Cryptonomicon are all on the NPR list. I'm getting a little light-headed just thinking about it.
-Rognar-
Thursday, April 12, 2012
The Gods of Mars - John Carter returns

Although my plan to read all the sci-fi novels on the NPR Top 100 science-fiction and fantasy books got derailed back before Christmas, the recent and short-lived release of the film John Carter has piqued my interest in the source material. Having finished A Princess of Mars in about a week, it was on to the next book in the series, The Gods of Mars.
[Minor spoilers]
John Carter returns to Mars after a lengthy absence and quickly encounters several new races of Martians, the Plant Men, the White Martians (aka Therns) and the Black Martians (aka Black Pirates of Barsoom or First Born). He learns the horrible secret behind the cult of Issus and fights many battles for his princess and the people of Mars who he has grown to love. I won't reveal much more except to say, at the end of The Gods of Mars, a great dread weighs heavily on the hero and he will have to wait a good deal longer to learn the fate of his beloved princess and be reunited with her once again.
The Gods of Mars, much like its predecessor, is an entertaining, though not particularly challenging read. Aside from a bit of commentary on the potential dangers of organized religion, the book makes little effort at deeper themes. It really is ideal for a casual reader such as myself who typically only has a few minutes per day to dedicate to it. I have to say, seeing the movie has really helped me become more immersed in the setting. In the climactic battle, where the Helium, Thern and First Born navies contest the skies of Barsoom, while the Tharks assault the Temple of Issus, I was seeing scenes from the movie in my mind. The visual aspects of John Carter really were fantastic.
-Rognar-
Friday, March 23, 2012
A Princess of Mars, yeah, I read it

After watching the highly-enjoyable, but critically-panned John Carter, I figured it was time to read the source material, Edgar Rice Burroughs' A Princess of Mars. It was not a challenging read. Much like the pulp-era stories which would begin to appear a few years later, the plot and characters in this book are fairly simple. The protagonist, John Carter, is a Civil War veteran and soldier of fortune. Unlike the character in the movie, he is not a reluctant warrior and carries none of the emotional baggage that his cinematic version bears. Rather than being a lost and damaged soul seeking only solace and a way home, Burroughs' John Carter is a man's man. Likewise, the princess, Dejah Thoris, of A Princess of Mars is not the warrior-scholar shown in the film. In the novel, Dejah Thoris is, at times, haughty and petulant, but she also shows great poise and courage in the face of unimaginable torments that she fully expects to suffer at the hands of her captors.
[Spoilers ahead]: The basic plot of both the film and the novel are similar, although far more emphasis is placed on the war between Zodanga and Helium in the movie than in the book. Also, the whole subplot involving the Therns and the Ninth Ray is simply not present in the book at all. Indeed, the Ninth Ray is only briefly mentioned as being vital to the anti-gravity technology of the Martians. Beyond that, it doesn't serve the plot in any way. The other major departure I noticed with the film was in the main antagonist, Sab Than, the ruler of Zodanga. In the book, he was a minor character and merely the heir to the throne of Zodanga. Although he did seek to marry Dejah Thoris, there was no evidence he intended to kill her or destroy Helium. His desires were no more sinister than the standard power politics practiced by royalty on earth for centuries.
A Princess of Mars is a light, but entertaining read full of swashbuckling action in a compelling world where men are men, women are beautiful and villains are there to be vanquished, not understood or pitied. It espouses virtues which many today might find antiquated, or even a bit bigoted. I can see why some changes were made to make the film more relatable to modern moviegoers. Nonetheless, it is a good story and I encourage those who have never read it to give it a go.
-Rognar-
Monday, November 28, 2011
My reading project continues, pt.2
As my gaming exile continues, my effort to read all the sci-fi classics that I have missed proceeds according to schedule. This month, I have finished two '50s-era novels which couldn't be more different, A Canticle for Leibowitz by Walter Miller and I, Robot by Isaac Asimov.

Certainly the more literary of the two offerings, A Canticle for Leibowitz chronicles a thousand years of history as it relates to a monastery in the American southwest centuries after a global nuclear war. Divided in three parts, corresponding approximately to the Dark Ages, the Renaissance and the Modern era, the book explores the cyclical nature of history and the conflict between faith and reason. While not exactly a page-turner, Canticle is clearly an important work in science-fiction. Many of the tropes we've come to expect in the post-apocalyptic genre were clearly articulated first in this book. Interestingly, A Canticle for Leibowitz was the only novel Miller published in his lifetime. A follow-up, Saint Leibowitz and the Wild Horse Woman was released posthumously, nearly four decades later.

Asimov's I, Robot is more appropriately described as a short story anthology, although each story is presented in a linear chronology as a complete narrative through the reminiscences of a "robopsychologist" who participated in most of the events described. The narrative basically describes the history of robotics from the humble beginnings in the late 20th-century to a time in which robots basically run everything in the latter half of the 21st-century. Like Canticle, I, Robot is somewhat dated and, at times, a bit of a dry read. One amusing "Austin Powers" moment arose when the main character, fearing a rogue robot which had somehow broke out of its programming was hiding among a shipment of some 60 identical robots, recommended that the entire shipment be destroyed. Others in the company argued against it as it would cost the company TWO MILLION DOLLARS! So, in about 20 years the unit cost of a sentient robot will be roughly on par with a base model minivan. Still, I, Robot is, without question, an influential book, and if you can get past the fact that Wil Smith is prominently displayed on the cover these days (mercifully, it bears little resemblance the film), it's worth a read.
-Rognar-

Certainly the more literary of the two offerings, A Canticle for Leibowitz chronicles a thousand years of history as it relates to a monastery in the American southwest centuries after a global nuclear war. Divided in three parts, corresponding approximately to the Dark Ages, the Renaissance and the Modern era, the book explores the cyclical nature of history and the conflict between faith and reason. While not exactly a page-turner, Canticle is clearly an important work in science-fiction. Many of the tropes we've come to expect in the post-apocalyptic genre were clearly articulated first in this book. Interestingly, A Canticle for Leibowitz was the only novel Miller published in his lifetime. A follow-up, Saint Leibowitz and the Wild Horse Woman was released posthumously, nearly four decades later.

Asimov's I, Robot is more appropriately described as a short story anthology, although each story is presented in a linear chronology as a complete narrative through the reminiscences of a "robopsychologist" who participated in most of the events described. The narrative basically describes the history of robotics from the humble beginnings in the late 20th-century to a time in which robots basically run everything in the latter half of the 21st-century. Like Canticle, I, Robot is somewhat dated and, at times, a bit of a dry read. One amusing "Austin Powers" moment arose when the main character, fearing a rogue robot which had somehow broke out of its programming was hiding among a shipment of some 60 identical robots, recommended that the entire shipment be destroyed. Others in the company argued against it as it would cost the company TWO MILLION DOLLARS! So, in about 20 years the unit cost of a sentient robot will be roughly on par with a base model minivan. Still, I, Robot is, without question, an influential book, and if you can get past the fact that Wil Smith is prominently displayed on the cover these days (mercifully, it bears little resemblance the film), it's worth a read.
-Rognar-
Tuesday, November 01, 2011
My reading project continues

I have finally completed the Hyperion Cantos by Dan Simmons, all 2300 pages of it. I won't go into details of the story, as there is a thorough synopsis on Wikipedia for anyone who is interested. However, I will say that I enjoyed the first two books, Hyperion and The Fall of Hyperion more than the last two, Endymion and The Rise of Endymion. Although comprising four books, the Hyperion Cantos is really two novels, each released in two parts. The two novels are separated in narrative time by almost three centuries. I would say that the first pair is pretty near perfect. The characters are deep and compelling and the story is impossible to set aside once you have immersed yourself in it. I simply couldn't put it down.
I can't say the second novel was quite as good. It was almost 300 pages longer than the first and it really felt like it. I confess that I didn't read the second book completely in the order in which it was written. About a third of the way through the second book (which would be the fourth book overall), I was beginning to feel so bogged down by what seemed a rather repetitive and overwritten plot about the messiah-like figure Aenea spreading her message and fleeing her pursuers that I skipped ahead and read the ending first. I did eventually return to where I'd left off and read the entire book, but upon completion, I never felt those initially skipped pages added much more to the narrative. I would suggest the author could have probably dispensed with a couple of hundred pages and not harmed the novel in any way. Having said all that, the entire series was extremely well-written and well-worth reading.
So, next on the agenda, I have the following titles queued up and ready to go:
A Canticle for Leibowitz - Walter M. Miller, Jr.
I, Robot - Isaac Asimov (yes, surprisingly, I've never read it)
The Book of the New Sun - Gene Wolf
A Fire Upon the Deep - Vernor Vinge
I'll definitely need to take a break after that.
-Rognar-
Monday, October 10, 2011
My reading project
For personal reasons, I anticipate being absent from my regular gaming activities for at least the next few months. It's unfortunate, but it does afford me the opportunity to do some recreational reading, something I haven't been able to do for several years (unless one considers reading Dr. Seuss stories to pre-schoolers recreational). At just the right time, out comes the NPR Top 100 Science-fiction and Fantasy Books list. I've read about one-third of the books/series on the list, so I figure it's about time I jumped into the rest, especially the SF books. First on my list, #51 - The Hyperion Cantos. I completed the first book, Hyperion in about a week and I'm now roughly a third of the way through the conclusion, The Fall of Hyperion. Endymion and The Rise of Endymion are in the pipeline and ready to go. At the rate I'm going, I figure to be through the complete series by mid-November. I will have a more complete report of my thoughts at that time. My initial impressions, the books are, not surprisingly, extremely well-written. The main characters are deep and the trials they face elicit genuine emotion in the reader. As a parent, the odyssey of Sol Weintraub and his daughter, Rachel, is particularly poignant (and, at times, gut-wrenching) for me. My only criticism, on the other hand, relates to the "illness" that befalls Rachel. I won't go into details, but suffice to say, I felt it was a bit contrived and strayed far beyond my concept of science-fiction and deeply into the realm of fantasy. Still, as a plot device, it was powerful and I find myself deeply invested in that particular subplot.
What's next after The Hyperion Cantos? Well, I just picked up a copy of A Canticle for Leibowitz, a classic that's older than I am. I always meant to read it, but never got around to it. Now's my chance.
-Rognar-
What's next after The Hyperion Cantos? Well, I just picked up a copy of A Canticle for Leibowitz, a classic that's older than I am. I always meant to read it, but never got around to it. Now's my chance.
-Rognar-
Wednesday, December 08, 2010
Barsoom + d20 Modern = Cool!

Adamant Entertainment recently had a sale on DriveThruRPG in which they were selling pdfs of some of their titles for one freakin' dollar! Normally, I wouldn't give any of their publications a second glance, but hey, one freakin' dollar! Now, Adamant Entertainment is best known for their ICONS superhero game, but my interest in the supers genre is so low that even one freakin' dollar is too much to pay, but I did notice another of their games, namely Mars, a sword-and-planet game loosely based on the "Barsoom" stories of Edgar Rice Burroughs. I confess I've never read any of the Barsoom stories. Truth be told, I've never been a fan of the "planetary romance" style of pulp sci-fi, having cut my teeth on the works of Heinlein, Asimov, Clarke and Herbert, rather than Burroughs, Brackett and Howard. Lately, however, I've become a bit more interested in all that creaky old stuff, having become creaky and old myself. Besides, it was one freakin' dollar!
Mars uses the d20 Modern game system, one of my favourites. Damn, why didn't someone tell me about this earlier? There are six races, Red Men (civilized, native Martians), Green Men (savage, orc-like barbarians), White Apes (intelligent, war-like gorillas), Grey Men (not men at all, but rather octopoids), Synthe Men (androids) and Earthmen (humans from Earth transplanted on Mars). Most PCs will be Red Men and Earthmen, although PC White Apes and Green Men are also possible. Synthe Men and especially Grey Men do not make suitable player characters. Most everything in the rules is taken straight from d20 Modern except for how they treat the Defense Value, which is handled in a clever and superior manner to the standard d20 approach. The defending character decides as a free action if he will be parrying or dodging. Since the former is based on STR and the latter on DEX, a PC will typically choose whichever is better, although ranged attacks cannot be parried, so dodge is the only option in such cases. Each character class has an inherent parry and dodge bonus that is added to the ability modifier to give a total bonus for each type of defense. Armour does not factor into it, although heavy armour will seriously penalize DEX and even place a cap on BAB. In Mars, armour provides damage reduction, rather than an armour bonus. This is the first time I've seen this approach in a d20 game and I must say, I like it a lot. This rule change alone makes me want to play this game.
Magic is not part of this game, although it is suggested that the psionics rules from d20 Modern would be a good fit. Still, they do include rules for creating weird technology, called devices, which function very much like magic items. It would be interesting to see how these would stack up against magic in a campaign setting that incorporated both.
All in all, Mars is a pleasant surprise and I would recommend it to anyone who doesn't have an aversion to the d20 game system (and there is a Savage Worlds version if you do). Take up your rapier and your radium pistol, your sky-corsair awaits. Unfortunately, you will have to pay more than one freakin' dollar.
-Rognar-
Tuesday, October 12, 2010
Cthulhu Rising - not bad, needs polish
I'm a bit puzzled by Chaosium's monograph series. The monographs are publications written primarily by a single author and with limited editorial oversight by Chaosium staff. They typically present alternate settings for the Call of Cthulhu. What I'm not clear on however, is how the works are commissioned. Are they little more than well-written fan scripts that have been submitted unsolicited to Chaosium or are they written by freelancers who have been commissioned by the company? Because of this, I have been somewhat reluctant to purchase any of them (that and the fact I haven't run or played CoC in almost 20 years), figuring they would probably be rather amateurish. Unlike many old-school gamers, I've never been enamoured with the DIY approach to game design and prefer to have my games complete and play-tested before I buy.
So it was with some reluctance that I decided to buy the pdf for Cthulhu Rising, a monograph by John Ossoway detailing a far future (but pre-End Times) setting for Call of Cthulhu. The mundane aspects of the setting are pretty standard fare for space-based game settings. The earth nations are balkanized, but there is a beefed-up version of the UN mandated to ensure we all play nice. There are scheming megacorporations and rebellious colonies, space pirates, rogue mercenaries and shadowy government telepaths. One notable omission from the usual list of space age tropes is aliens. As is common in the space horror genre, aliens are not our friends. They are either unknowable puppetmasters or vicious anthropophages and when you are talking about the Cthulhu Mythos, they can be both.
Cthulhu Rising starts out with a detailed timeline of the next 261 years of future history complete with the obligatory "2271: NOW" ending. I didn't know people still did those things. I thought they went the way of van murals and guitar solos. After that is a brief, but useful description of technology, politics and explored space in the 23rd century. This is, in turn, followed by a few pages on the Cthulhu Mythos and how it relates to the setting. All the setting material is sufficiently thin to allow GMs to customize their own settings with little need to edit.
The next section deals with character generation. There isn't much in here that varies from the basic Call of Cthulhu rules. At this point, I should clarify that I own the 3rd edition rules of CoC. The game is currently in its 6th edition. I also do not own Basic Role-Playing (BRP), the generic game system upon which CoC is run. So, some of the things I am about to write may be rendered moot by more recent versions of the rules of which I am not aware. So, a few changes included in this section include hit location hit points and melee damage modifiers for high STR+SIZ. There are also bonuses for high ability scores based on a classification scheme of skills presented by the author. One of the problems with Cthulhu Rising pops up here. There is no listing of which skills fall into which category. Some are obvious. For example, knowledge skills should be fairly self-evident. However, there are likely to be some toss-ups when categorizing manipulation skills vs. agility skills, for example. Indeed, weapon skills are given special treatment in that Attack uses the manipulation modifier while Parry uses the agility modifier. This classification may appear in later editions of CoC or in BRP, but I'm not aware of it and, in any case, there are several new skills in Cthulhu Rising and the classifications are not provided for those either.
I do quite like the psionics section of this setting. Although there is no mention of it in the acknowledgements, I get a distinct Babylon 5 feel from it, right down to the use of the P-rating system and the existence of an organization called PsiCorps. PsiCorps is a branch of the Earth military in Cthulhu Rising, while another organization called MetaPol is a psionic investigation agency attached to another branch of government, the Federal Law Enforcement Authority (FLEA). The psionics aren't flashy and, much like in Babylon 5, most psychics are incapable of performing much more than minor feats of telepathy and precognition. Jedi-style telekinesis is possible, but requires an extremely high rating which would be all but impossible to generate under normal conditions.
The rest of the book provides rules for high-tech and zero-G combat, as well as lists of equipment and weapons. Oddly, except for a few pages in the setting section, there is very little about the Cthulhu Mythos in Cthulhu Rising. It turns out, that sort of information is intended to be provided in supplements dealing with different parts of human space. The first of these is called Jovian Nightmares, which I will review in the near future. All in all, Cthulhu Rising is decent, if a bit dull. A motivated GM could take it as a starting point to build something truly inspired. For the rest of us, I hope future supplements add some much-needed spice to the broth.
-Rognar-
So it was with some reluctance that I decided to buy the pdf for Cthulhu Rising, a monograph by John Ossoway detailing a far future (but pre-End Times) setting for Call of Cthulhu. The mundane aspects of the setting are pretty standard fare for space-based game settings. The earth nations are balkanized, but there is a beefed-up version of the UN mandated to ensure we all play nice. There are scheming megacorporations and rebellious colonies, space pirates, rogue mercenaries and shadowy government telepaths. One notable omission from the usual list of space age tropes is aliens. As is common in the space horror genre, aliens are not our friends. They are either unknowable puppetmasters or vicious anthropophages and when you are talking about the Cthulhu Mythos, they can be both.
Cthulhu Rising starts out with a detailed timeline of the next 261 years of future history complete with the obligatory "2271: NOW" ending. I didn't know people still did those things. I thought they went the way of van murals and guitar solos. After that is a brief, but useful description of technology, politics and explored space in the 23rd century. This is, in turn, followed by a few pages on the Cthulhu Mythos and how it relates to the setting. All the setting material is sufficiently thin to allow GMs to customize their own settings with little need to edit.
The next section deals with character generation. There isn't much in here that varies from the basic Call of Cthulhu rules. At this point, I should clarify that I own the 3rd edition rules of CoC. The game is currently in its 6th edition. I also do not own Basic Role-Playing (BRP), the generic game system upon which CoC is run. So, some of the things I am about to write may be rendered moot by more recent versions of the rules of which I am not aware. So, a few changes included in this section include hit location hit points and melee damage modifiers for high STR+SIZ. There are also bonuses for high ability scores based on a classification scheme of skills presented by the author. One of the problems with Cthulhu Rising pops up here. There is no listing of which skills fall into which category. Some are obvious. For example, knowledge skills should be fairly self-evident. However, there are likely to be some toss-ups when categorizing manipulation skills vs. agility skills, for example. Indeed, weapon skills are given special treatment in that Attack uses the manipulation modifier while Parry uses the agility modifier. This classification may appear in later editions of CoC or in BRP, but I'm not aware of it and, in any case, there are several new skills in Cthulhu Rising and the classifications are not provided for those either.
I do quite like the psionics section of this setting. Although there is no mention of it in the acknowledgements, I get a distinct Babylon 5 feel from it, right down to the use of the P-rating system and the existence of an organization called PsiCorps. PsiCorps is a branch of the Earth military in Cthulhu Rising, while another organization called MetaPol is a psionic investigation agency attached to another branch of government, the Federal Law Enforcement Authority (FLEA). The psionics aren't flashy and, much like in Babylon 5, most psychics are incapable of performing much more than minor feats of telepathy and precognition. Jedi-style telekinesis is possible, but requires an extremely high rating which would be all but impossible to generate under normal conditions.
The rest of the book provides rules for high-tech and zero-G combat, as well as lists of equipment and weapons. Oddly, except for a few pages in the setting section, there is very little about the Cthulhu Mythos in Cthulhu Rising. It turns out, that sort of information is intended to be provided in supplements dealing with different parts of human space. The first of these is called Jovian Nightmares, which I will review in the near future. All in all, Cthulhu Rising is decent, if a bit dull. A motivated GM could take it as a starting point to build something truly inspired. For the rest of us, I hope future supplements add some much-needed spice to the broth.
-Rognar-
Sunday, July 18, 2010
Interesting WEG news
Zachary at RPG Blog II has the latest (and very likely last) bit of news to come out of the sad story of West End Games. With Septimus returned to Bill Coffin and TORG already sold off to a German publisher, the last remaining IPs were sold to Precis Intermedia. I can't say I know much about Bloodshadows or Masterbook. Truth be told, I thought they were part of TORG. I would be interested in seeing a revival of Shatterzone, however.
Shatterzone is an edgy, space-based campaign setting featuring corrupt megacorporations, nihilistic cults, a great alliance of three races (including humans) that excludes all others and a malevolent and powerful alien empire. The title of the game refers to a region of space that separates the Consortium of Worlds from the Armagon Empire. It is a zone of disturbed space with asteroid fields and dark matter making travel very hazardous. Many adventurers still risk it though, for there are great riches to be found. I think with some dedicated support behind it, the setting could be a real winner. I checked out the website of Precis Intermedia. It appears their plans for Shatterzone do not include the Open d6 license. Too bad, but I remain cautiously optimistic.
-Rognar-
Shatterzone is an edgy, space-based campaign setting featuring corrupt megacorporations, nihilistic cults, a great alliance of three races (including humans) that excludes all others and a malevolent and powerful alien empire. The title of the game refers to a region of space that separates the Consortium of Worlds from the Armagon Empire. It is a zone of disturbed space with asteroid fields and dark matter making travel very hazardous. Many adventurers still risk it though, for there are great riches to be found. I think with some dedicated support behind it, the setting could be a real winner. I checked out the website of Precis Intermedia. It appears their plans for Shatterzone do not include the Open d6 license. Too bad, but I remain cautiously optimistic.
-Rognar-
Wednesday, July 14, 2010
Predators - it's not crap!

I went to see Predators last night. It has been savaged by both critics and fanboys alike, so my expectations were low. But you know what, it wasn't that bad. It was clearly an homage to the original, although the characters were somewhat less heroic than Dutch and his crew. [minor spoiler alert] A cutthroat band of mercs and murderers is paradropped on an alien planet, still carrying the weapons they had on them when they were beamed off Earth by the Predators (sucks to be the deathrow inmate, armed only with a small knife). Let the bloodshed begin. The major innovation to the Predator canon in this movie is the addition of a second type of Predator, bigger and stronger than the original. They hunt both humans and the smaller Predators.
There were a couple of minor plot holes. For example, the token female in the cast, an Israeli sniper who serves as the conscience for the group, turns out to know a lot about the original mission which encountered the first Predator. Considering this was highly-classified information about a US military/CIA operation, it's not clear how an IDF soldier would have that intel. Also, the dreaded alien sky trope was displayed in all its glory as a sky full of planets, so close together they would tear each other apart if the laws of gravity were being enforced, suddenly appeared to inform the cast of the enormity of their plight.
Minor aggravations aside, the action was tight, the acting was satisfactory and there were a few easter eggs for fans of the original (as well as the Alien franchise, the convict starts channelling Private Hudson at one point). Worth the price of admission, especially if you are already a fan of the series.
-Rognar-
Update: I should add, some firearm aficionados may be underwhelmed by the obligatory minigun scenes in this movie. While just as incapable of killing anything in Predators as it was in Predator, it also seems to have lost its ability to defoliate huge swaths of forest as well.
X-Wing or Y-Wing?
I've always had the sense that my sci-fi inspirations were outside of the mainstream. A good example would be my love for the largely unloved Y-Wing fighter. In that final assault on the Death Star, as a small squadron of rebel pilots flew out to meet their destinies, it was obvious the X-Wings were the stars of the show, and why not? Just look at it:

The very personification of cool, a hunter, fast and deadly. It looks like a modern fighter jet with just enough stylistic changes (like lack of tail) to make it look futuristic. But it doesn't look like a spaceship to me. Spacecraft don't need wings. Yes, I know they are actually X-foils, but they look like wings and that makes it look like an airplane to me. Contrast that with the rugged and unsexy Y-Wing:

Instead of wings, it has nacelles. Also, there is very little effort at aerodynamics. Real spaceships don't need aerodynamics, except when lifting off from a planet. In a couple hundred years, when starfighters battle for supremacy in the skies over Mars (it will happen and it will be awesome), I think we will see a lot more Y and a lot less X in their designs (insert Men are from Mars, Women are from Venus joke here).
-Rognar-

The very personification of cool, a hunter, fast and deadly. It looks like a modern fighter jet with just enough stylistic changes (like lack of tail) to make it look futuristic. But it doesn't look like a spaceship to me. Spacecraft don't need wings. Yes, I know they are actually X-foils, but they look like wings and that makes it look like an airplane to me. Contrast that with the rugged and unsexy Y-Wing:

Instead of wings, it has nacelles. Also, there is very little effort at aerodynamics. Real spaceships don't need aerodynamics, except when lifting off from a planet. In a couple hundred years, when starfighters battle for supremacy in the skies over Mars (it will happen and it will be awesome), I think we will see a lot more Y and a lot less X in their designs (insert Men are from Mars, Women are from Venus joke here).
-Rognar-
Monday, July 05, 2010
A look back at Space Opera, pt.3

Part 3 - the Setting
Space Opera has a default setting, much like Traveller although it is much less developed. Much of the setting detail is revealed in the miniatures game Space Marines which serves as a companion game to Space Opera. It is in Space Marines that we learn about the various races that are described in generic terms in Space Opera. Humans/humanoids comprise several star nations which fill the various space stereotypes; Terran Union ("The Federation"), Azuriach Imperium ("Space Nazis"), Galactic People's Republic ("Space Commies"), Mercantile League ("Space Capitalists"), Ranan Horde ("Space Mongols") and IRSOL Confederacy ("Space Elves"). Beyond these, things really start to get cheesy. You have two feline races, the sensuous, hunter race called the Avatars and the technophile MekPurrs. The democratic, but militant canines are called the Rauwoofs, the traditionalist, monarchist bear-people are the Blarads, the flightless, egg-worshipping bird-people are the Whistlers and the fecund, expansionist lizardfolk are called Hisss'ist.
While hostility between the races is common, the Azuriach Imperium and the Hisss'ist seem particularly prone to aggression, they are still considered to be player races. There are, however, several truly alien races which are considered to be NPC races only. These are the Bugs, the Klackons and the Mertuns. The Bugs are pulled right out of "Starship Troopers" (the book, not the movie). They have workers, warriors and brain bugs, they use advanced technology (though primitive by human standards) and the communicate by telepathy. Individual bugs (not brain bugs) are fairly unintelligent, but not mindless. They are capable of some independent action, though tactics and coordination are limited. As such, they tend to utilize swarm tactics, sacrificing individual warriors the way humans would spend ammo. Klackons are large, intelligent crabs. They are more sophisticated than the Bugs and may engage in trade with other races. However, they are just as likely to eat foreign emmissaries as parley with them, so caution is always warranted. Finally, the Mertuns are technologically-advanced octopoids who are always seen in personal tripod units when encountered by other races. They are not so much evil as simply alien. They have little interest in other races except when they have something the Mertuns want.
Part 4 - final thoughts
Although for the most part, Space Opera is not a game I can recommend, there are some parts I quite like. Two things in particular, come to mind, space combat and worldbuilding. In the case of the former, it is not so much the mechanics of space combat I find appealing (they are, in fact, just as complicated as the personal combat rules). Rather, it is the basic assumptions I like. Ship-to-ship combat in Space Opera takes place at ranges of tens or hundreds of light-seconds. None of this "don't-shoot-till-you-see-the-whites-of-their-eyes" Star Trek space combat. Considering that naval combat today typically takes place at ranges beyond the horizon, it's hard to understand why spaceships would have to be bow-to-bow before opening up on each other. Of course, when you are firing at a ship that is 300 LS away, if you use conventional EM-based weapons and sensors, you're never going to hit a darn thing. After all, what you are seeing is the location of the enemy vessel five minutes ago. So Space Opera ship weapons and sensors utilize tachyon technology. Also, there isn't the variety of spaceship weapons that you find in some space games. I've never been all that impressed with massive catalogues of weapon technologies, many of which seem to be variations on a theme, like lasers, blasters, masers, grasers, phasars, proton beams, etc. In Space Opera, you have nova guns (a type of tachyon particle beam), megabolt torpedoes (a pulsed nova gun) and startorps (a powerful guided missile), that's it. Nova guns are based on "Precursor" technology, so there is no issue with more advanced weapons coming into the campaign.
As mentioned above, the other thing I really like in Space Opera is worldbuilding. Anyone who has ever played the game or even read the rules can't help but be inspired by reading the descriptions of increasingly more hostile planet types and the sorts of effects they have on characters and creatures inhabiting those worlds. Section 15.5 is my personal favourite, going into detail on how the combination of axial tilt, orbital eccentricity and location relative to the stellar ecosphere affects climate. The thought of getting stranded on a type 12 planet (extreme orbital eccentricity leading to the planet passing right through the stellar ecosphere) and facing whatever local fauna is tough enough to survive such conditions, is the stuff of nightmares. There are loads of good stuff in there for GMs running space-based rpgs to mine.
-Rognar-
Wednesday, June 30, 2010
A look back at Space Opera, pt.2
Part 2 - Personal Combat
I think the best way to grasp the beautiful insanity of Space Opera combat is to go through a single attack step by step. Our subject is Trooper Borman of the Terran Union Guard. Trooper Borman is armed with a 7mm blaster rifle, the standard weapon of Terran light infantry. A platoon of Azuriach CAP (combat armour, powered) troopers is approaching across the scarred battlefield. The Azzies are equipped with jump belts and are moving quickly. Trooper Borman has to make every shot count.
Trooper Borman sights up an approaching Azzie and at about a half a klick, he fires off a burst. He’s prone and the target is at medium range, so his base chance to hit is 60%. He and his company are under fire from enemy mortars, however, which gives a -10% penalty. Borman has blaster rifle/5 skill, which gives a +10% modifier. The target is moving fast, which gives a modifier of -25%. Therefore, his hit % is 35%, but he fired a burst, so he gets three attack rolls and hits on one.
Next, hit location is determined. The roll indicates a lower abdomen/groin hit. Ouch! That could hurt. However, he still has to penetrate. The Azuriach Imperium believes in the power of heavy infantry and its troopers are among the most heavily-armoured to be found anywhere in explored space. Borman’s target is wearing a Marauder-class PAPA (power-assisted, personal armour) unit, so he needs a 7+ on a d10 to penetrate. He rolls an 8, his lucky day.
Having successfully wounded his enemy, Borman now has to determine how severely. He rolls a d20 with a +2 wound factor modifier for his weapon. He gets a 15, a critical wound for a lower abdomen shot. The damage is 2d6+13 pts., but there is also a 12% chance of an instant kill. He fails on the instant kill check, but still does a lot of damage. The Azzie CAP trooper fails his Shock CR and goes down. The impact of the crash probably finishes him off.
So, to summarize, a successful attack in Space Opera will require, a hit roll, a hit location roll, a penetration roll, a wound severity roll and a damage roll, with an instant kill roll being a possibility as well, a minimum of five rolls. Needless to say, on the GNS plot, Space Opera is firmly entrenched in the simulationist corner
-Rognar-
I think the best way to grasp the beautiful insanity of Space Opera combat is to go through a single attack step by step. Our subject is Trooper Borman of the Terran Union Guard. Trooper Borman is armed with a 7mm blaster rifle, the standard weapon of Terran light infantry. A platoon of Azuriach CAP (combat armour, powered) troopers is approaching across the scarred battlefield. The Azzies are equipped with jump belts and are moving quickly. Trooper Borman has to make every shot count.
Trooper Borman sights up an approaching Azzie and at about a half a klick, he fires off a burst. He’s prone and the target is at medium range, so his base chance to hit is 60%. He and his company are under fire from enemy mortars, however, which gives a -10% penalty. Borman has blaster rifle/5 skill, which gives a +10% modifier. The target is moving fast, which gives a modifier of -25%. Therefore, his hit % is 35%, but he fired a burst, so he gets three attack rolls and hits on one.
Next, hit location is determined. The roll indicates a lower abdomen/groin hit. Ouch! That could hurt. However, he still has to penetrate. The Azuriach Imperium believes in the power of heavy infantry and its troopers are among the most heavily-armoured to be found anywhere in explored space. Borman’s target is wearing a Marauder-class PAPA (power-assisted, personal armour) unit, so he needs a 7+ on a d10 to penetrate. He rolls an 8, his lucky day.
Having successfully wounded his enemy, Borman now has to determine how severely. He rolls a d20 with a +2 wound factor modifier for his weapon. He gets a 15, a critical wound for a lower abdomen shot. The damage is 2d6+13 pts., but there is also a 12% chance of an instant kill. He fails on the instant kill check, but still does a lot of damage. The Azzie CAP trooper fails his Shock CR and goes down. The impact of the crash probably finishes him off.
So, to summarize, a successful attack in Space Opera will require, a hit roll, a hit location roll, a penetration roll, a wound severity roll and a damage roll, with an instant kill roll being a possibility as well, a minimum of five rolls. Needless to say, on the GNS plot, Space Opera is firmly entrenched in the simulationist corner
-Rognar-
Tuesday, June 29, 2010
A look back at Space Opera, pt.1

In my early days of tabletop rpging, I always played with the same group of guys. We went to school together, we were friends from a time before we had ever heard of D&D and as far as we knew, the only company that made games was TSR. Now, that's not to say we only played Dungeons & Dragons. We had a spirited Star Frontiers campaign going for awhile and even gave Gamma World a try (although we found that one a bit silly). Anyway, my gaming horizons began to expand after my first gaming convention. It was Halcon, in Halifax, Nova Scotia and it was probably around 1983. I decided to run a Gamma World game at the convention (after extirpating all the talking chickens and other annoying aspects of the game setting). I had a group of guys sign up for my game who were already playing together. It was like I was a guest GM at their home game. They completely destroyed my game, but I learned a lot about running a tournament game and it turned out, these guys were pretty cool. They even invited me to join their group. Now, my regular group of guys were playing pretty sporadically at this time, so I decided to take them up on the offer. I was a student and a nerd, so I had all the time in the world for gaming. Heck, I probably could have participated in half a dozen different games at the same time back then. Anyway, these guys played a foreign game from an unheard-of publisher. That game was Space Opera and the publisher was Fantasy Games Unlimited. It was like a whole new world had opened up for me. Then I started reading the rules and it was like "What the F...! You guys play this?!" So, without further ado, let me introduce you to the most complicated game system I have ever played (and yes, I did play it, for months).
Part 1 - Character Generation
Chargen starts out pretty straightforward with the selection of character class. There are only six classes and this will be the last time I will ever have to use the word "only". The classes are Armsman, Tech, Research Scientist, Medical Scientist, Engineering Scientist and Astronaut. The Astronaut is sort of a jack-of-all-trades type of character which incorporates combat and technical skills sets together. The others are fairly self-explanatory. Your choice of class gives you a number of points that you can use to top up some of your rolls in the next stage, which is the generation of personal characteristics (i.e. attributes). There are 14 such characteristics. Yes, 14. They are Physique, Strength, Constitution, Agility, Dexterity, Empathy, Intelligence, Psionics, Intuition, Bravery, Leadership, General Technical Aptitude (GTA), Mechanical Aptitude (MechA) and Electronics Aptitude (ElecA). Each is determined by a percentile roll which is then converted to a value between 1 and 19 using a table. For some stats, bonus points provided by the character class are needed to get the highest scores.
After generating personal characteristics, homeworld characteristics are generated and these can result in further adjustments to personal characteristics. For example, high gravity worlds give bonuses to strength and agility, while simultaneously reducing physique. Planets with extreme climates tend to give constitution bonuses.
Next comes the determination of the character's race. It is a veritable parade of furries, as a variety of manimals (Canines, Felines, Ursoids, Saurians, Avians, Pithecines) stand shoulder-to-shoulder with humans and humanoids to defend the galaxy from the various evil squid-people, crab-people and bug-people. Of course, this being Space Opera, one doesn't simply choose a race, one must qualify by having suitable personal characteristics. Humans and Avians have no prerequisites, so lousy dice-rollers always have a refuge, but if you have the stats, you can play the awesome Ursoids (bear-people) or most desired of all, Transhumans (supermen that resemble Vulcans). The more difficult a race is to qualify for, the more benefits one derives from it. Thus, a player lucky enough to have rolled great personal characteristics will be rewarded with even more benefits. Although it is nearly impossible to achieve, if a player is lucky enough to qualify for a Transhuman, he will truly dominate.
Calculation of the various derived characteristics is next. These include carrying capacity (Transhumans are nearly as strong as Ursoids), damage factors (i.e. hit points, Transhumans rule), stamina factor (again, Transhumans have the advantage) and movement (Transhumans can run as fast as the cat-people and for as long as the dog-people). There are also a ton of other things like shock resistance, fatigue, wind, balance and initiative, but you get the idea.
Career experience is determined next and this is somewhat reminiscent of Traveller, although with far fewer steps. The number of tours is determined by a single roll and any service may be selected if the PC has the required personal characteristics. A roll is made for each tour to determine promotions and then severence benefits are calculated.
Finally, skills are purchased. Each character receives a certain number of skill points determined by his personal characteristics and the duration of his service as well as a small number of randomly-rolled general skill points. These may be used to purchase skills, most of which have 10 levels each and some have prerequisites. For example, taking a level in Hyper-Dimensional Physics requires equivalent levels in both Nuclear Physics and Force Field Physics as well as a minimum intelligence of 13.
Watch for my next post as I describe Space Opera combat. You will not believe it.
-Rognar-
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