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Showing posts with label Golden Age Science Fiction. Show all posts
Showing posts with label Golden Age Science Fiction. Show all posts

Friday, 17 February 2017

For Imperial Friends

In more recent years, James Maliszewski has become known for his championing of the ‘Old School Renaissance’ via his blog, Grognardia and of TSR Inc.’s Empire of the Petal Throne: The World of Tékumel via his House of Worms campaign and his fanzine, The Excellent Travelling Volume, but before that, he was an author and designer of RPGs and supplements. One of these is Thousand Suns, the RPG published by Rogue Games that was the author’s love letter to the ‘Imperial’ Science Fiction of the 1950s, 1960s, and 1970s written by authors such as Poul Anderson, Isaac Asimov, Alfred Bester, Gordon Dickson, Larry Niven, H. Beam Piper, Jerry Pournelle, and A.E. van Vogt. This is not the Science Fiction of Space Opera, it is much dryer and harder edged than that, though it is no less fantastic. In later 2016 the designer decided to return to Thousand Suns and support the RPG if not necessarily the ‘Thousand Suns’ meta-setting with new material via a new fanzine, Imperio.

Imperio #1 comes as a twenty-eight page black and white A5-sized fanzine that is very professionally presented with fine artwork and decent writing. It includes contributions from other writers besides James Maliszewski, in particular from Greg Videll, the author of Starships, the Thousand Suns supplement. The inaugural issue contains adventures, a new species, description of a spaceship, some NPCs, and more. Which is quite a lot to pack into just twenty-eight pages.

The fanzine opens with ‘Deep Background’, the first of two adventures by Greg Videll. In ‘Deep Background’, the characters are hired to check the background and bona fides of the man his daughter is to marry. Six options are given, ranging from the prospective son-in-law having a few debts to unsavoury types to his being a deep cover agent for the Terran State, plus variations. These variations include the need to visit a second world and the involvement of a major arms manufacturer, and both the two worlds and corporation potentially involved in this adventure are detailed such that they can be added to a GM’s campaign. To be fair this is not so much an adventure as a Patron encounter a la Traveller, but with greater detail and more options. In fact, there are almost too many options since the GM is unlikely to use all of them here, although there is room to mix and match them a little, or indeed adapt them for use elsewhere.

Greg Videll’s second adventure is ‘Runaway’. This touches to a varying degree upon Asimov’s Robot stories and takes place at a deep space refinery in an asteroid belt. A runaway maintenance robot has forced the shutdown of all traffic in and out of the station and the Portmaster hires the characters to chase it down. Again some six options are given, including there something being found with the robot, the characters being used as decoys or patsies, and the robot being operated by someone other than the Portmaster. There are also fewer variations given with this adventure and while this means that it is is not as sophisticated as ‘Deep Background’, it means that it is much more direct and easier to use.

In ‘The Ĉaristoj: Nomads of the Thousand Suns’, Robert Saint John describes a strange bio-mechanical alien species that travels individually travel in sealed,  upright, floating, sea-turtle-like suits. Collectively, the species is currently fleeing a disaster in its home sector towards the galactic centre. They are designed in the main for use as NPCs, although stats are given so that they can be used as a player characters. Both player and GM alike can have fun playing these species as all of the Ĉaristoj knowledge of Humanity comes from Terran pre-starflight broadcasts. Admittedly, it is something of a cliché, but this does the Ĉaristoj fun to portray and it does take the Ĉaristoj away from feeling just a little too much like the Puppeteers from Larry Niven’s Known Space tales. It also adds some colour to an otherwise slightly difficult to use or play species, which is indicated by the underwritten adventure seeds.

James Maliszewski’s first contribution to Imperio #1 is ‘The Fast Freighter’. This describes in further detail, the Bizono-class freighter, previously described in the Thousand Suns: Starships supplement. The stats remain in the book, but here the ship is given a full deck plan—it only has the one deck—and a description of how it is by its operators, its interior, and its armament, plus slight variants. In Traveller terms, it feels like something in size between the Type-S Scout ship and the Type-A Free Trader, although the cargo capacity is tiny at just under eight tons.  In some ways it feels more like a courier vessel than a freighter. The combination of a description of a spaceship and its deck plans is a always a plus because it always a great tool to add to a Science Fiction game. Certainly the players always want to to know what their spaceship looks like and what its layout is, and ‘The Fast Freighter’ is a good combination. The Bizono-class freighter is a good fit for most groups and suitable for four or five players.

‘Random Name Generation’ is James Maliszewski’s second contribution. It is simple set of tables for creating names. Now what makes this is interesting is that it draws from the positive, even utopian elements of Imperial Science Fiction and from its explicitly non-American, multi-cultural vision of the future. This is because Thousand Suns uses Esperanto as the universal Terran language in its future. The tables allow the creation of names that feel different, yet familiar. Just exotic enough to enforce that the world of Thousand Suns is set far into the future.

Rounding out Imperio #1 is ‘Allies and Antagonists’, James Maliszewski’s third contribution. One of the highlights of The Excellent Travelling Volume is the ‘Patrons’ section, presenting NPCs that the player characters could encounter or be employed by. The author repeats the exercise here with three such patron or NPCs, but simplifies the format so that each can be an ally or an enemy for the player characters. They include the hereditary ruler of a planet who wants to regain her throne, a belter who is an amateur archaeologist, and an ESPer for hire. Each has full stats, some background, and options to use him or her as a friend or foe. Each is also useful and a solid addition to the fanzine.

Physically, Imperio #1 is presented to a high standard. It is well written and the artwork is excellent. The deck plan of the Bizono-class freighter is nicely done too.

James Maliszewski has had six issues of The Excellent Travelling Volume to get the format of his fanzines right and this shows in Imperio #1. Of course, Imperio #1 is much more of a traditional fanzine in that it is written by others as well as the publisher, but that does not detract from the quality of the writing or presentation. A good first issue and a good issue, one that provides excellent support for Thousand Suns—as well as certain other Science Fiction RPGs—Imperio #1 is as professional a fanzine as you can get and still be a fanzine.

Friday, 18 April 2014

Tales of the Star Guard III

One of my favourite RPGs from 2011 is Cosmic Patrol, Catalyst Game Labs’ Science Fiction RPG inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith. It is a light storytelling RPG in which the characters are stalwart members of the Great Union’s last line of defence against a dangerous universe. As Patrolmen, members of the Cosmic Patrol, the player characters crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.

Having previously reviewed Into the Cosmos: A Cosmic Patrol Sourcebook, the first supplement for Cosmic Patrol, it only seems fair that I should also review the second, more recently released supplement. Although plenty of patrol encounters and scenarios are presented in both Cosmic Patrol and Into the Cosmos, what Cosmic Patrol is yet to present is something that fulfils its promised grandeur and scope. This void is negated by the publication of The Moon Must Be Ours! A Cosmic Patrol Campaign that pitches the men and women of the Cosmic Patrol against a threat that has been disrupting Grand Union activities for decades—making objects and people disappear, directing activities and experiments with false readings, and generally being a nuisance. Further, the Moon Men forbid anyone from landing on the Lunar surface, ever since the Rocketship EM disappeared! 

This has been done without their being seen, all through their strange powers of Dynamo-Psychism. They present a threat to humanity and the Grand Union like no other—so Director Roderick Dyson has assembled the largest flotilla of ships in the history of the Cosmic Patrol and given the order: “The Moon Must Be Ours!”

The Moon Must Be Ours! is a complete campaign that throws the player characters into the Cosmic Patrol’s operation to conquer the Moon and put an end to the Moon Men as a threat. The invasion begins disastrously—Cosmic Patrol ships suddenly vanish from the flotilla, some explode or are impaled by previously unknown and powerfully destructive weapons, whilst others career off course and crash or collide with other vessels. The upshot is that very few Patrol vessels manage to reach the Moon’s surface—much of this is described in the supplement’s opening fiction, ‘Retaking the Sky’. The player characters’ vessel is one of those few. With their rocketship having crashed, they are the Patrol’s only hope and must penetrate the labyrinth of rooms under the lunar surface to discover the secrets of the Moon Men.

Cosmic Patrol is played without a dedicated GM, instead each player takes a turn being Lead Narrator. Although the Lead Narrator needs to be fair in presenting a challenge to his fellow players, what it means is that the players are all playing against the game rather than the game as presented by a GM. The Moon Must Be Ours!  pushes this aspect further in presenting a ‘Choose Your Adventure Path’ scenario that the players plays together. In comparison to The Warlock of Firetop Mountain or the more recent Blood of the Zombies, the locations and paragraph entries are few in number, consisting primarily of forty-two rooms that are played one after another, even in linear fashion—depending on the difficulty setting that the group decides to play the campaign at.

Each room consists of a two-page spread that contains Objectives, Cues, Tags, and Exits, as well as Opening Narration, Room Description, and Enemies and Obstacles. Each room gives seven or eight exists divided between the difficulty settings. Typically three each for an Easy setting, two for Normal and Hard settings, but just the one for the Insane setting. The latter because the players have no choice in what room they choose next—it must be the next room in sequential order, from one to forty-two. In order to complete The Moon Must Be Ours! at Easy difficulty, the group needs to overcome nine or ten rooms, thirteen or fourteen at Normal difficulty, and twenty-two at Hard. The idea is that once a group has completed The Moon Must Be Ours! at one difficulty, it should then try and play it again at a higher difficulty. Again, another aspect of the campaign that feels like a ‘Choose Your Adventure Path’ scenario.

A Room Tracker is provided so that no room is repeated. Also included are sample hero character dossiers and dossiers for the campaign’s villains, advice for the Lead Narrators—particularly on handling character death, and plot twists. Tables give random Dynamo-Psychism powers and random adversary creation, the latter including what is probably the best gun in Science Fiction—the Godwinization Ray. Its effect? It makes the affected target irrelevant! (If a player character, then he is Knocked Out for the length of his player’s next stint as Lead narrator). Many of the villains presented in The Moon Must Be Ours! veer towards to the weird and wacky, including an incredibly silly villain towards the end…

The Moon Must Be Ours! is well presented. It is not as liberally illustrated as previous books, but that is primarily because the book consists of rooms and these are not illustrated in Cosmic Patrol. The campaign itself, is probably too combat orientated, so the rules and suggestions for character death are likely to be necessary.

The Moon Must Be Ours! A Cosmic Patrol Campaign presents the chance to delve back into the history of the Grand Union. It possesses a slightly creepy, almost Lovecraftian sense of the unknown that might be difficult to maintain with multiple Lead Narrators, whereas its joyous embrace of 1950s retro-futurism will be easier to keep up. Above all, it provides a Cosmic Patrol crew with a big adventure, mysteries to be solved, and the chance to be heroic.

Monday, 3 March 2014

Tales of the Star Guard II

One of my favourite RPGs from 2011 is Cosmic Patrol, Catalyst Game Labs’ Science Fiction RPG inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith. It is a light storytelling RPG in which the characters are stalwart members of the Great Union’s last line of defence against a dangerous universe. As Patrolmen, members of the Cosmic Patrol, the player characters crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.

The first supplement for Cosmic Patrol is Into the Cosmos: A Cosmic Patrol Sourcebook. As befits a first supplement, it is a companion volume to the core rules. It adds further detail to the setting of Cosmic Patrol, presenting further threats and rumours, a guide to the rocket ships and other vessels to be found in the Great Union and beyond, detailed dossiers to support many of the threats, and almost two dozen Mission Briefs—enough to keep a Cosmic Patrol campaign going for session after session. As with the core rules, Into the Cosmos is presented as a small red handbook, lightly illustrated with solid line art. Unlike the core rules, Into the Cosmos has much more the feel of being a roleplaying game supplement and less of the feel being the Cosmic Patrol handbook.

It opens with ‘When in Doubt, Doubt’, a short piece of fiction about a Cosmic Patrol Intelligence Service agent infiltrating a Hakhaze base. A solid little tale, it throws a different light on Cosmic Patrol operations, one that is borne of necessity give the realities of the situation out in the Deep Black. It introduces a new race, the Hakhaze, which is one of the new races detailed in Into the Cosmos’ Gazetteer. The Hakhaze are a humanoid symbiotic species consisting of a reptile with a fungoid outer shell, which like many species the Great Union has encountered, is extremely warlike. Others include the mysterious Ro-Men, who not only capture other intelligent species, they also make them wear helmets that both make them slaves and dissolve their skulls! The Gazetteer also discusses the uses and dangers of the Fractum Drive which powers all Great Union interstellar rockets, what might be out there in the galaxy, the exploration of the jungle world that is Neptune, the Cat People of Annora, the Great Union’s manufactory behind Mercury, and an update about the Automen on Venus. All in all, it is an eclectic mix, but each of these little essays is informative and adds interesting detail to the Cosmic Patrol setting. Many are of them are further supported by the Dossiers section, which include Hakhaze, Ro-Men, Neptunian Frog Men, escaped Robots, and more, all written up and ready to bring to a game.

Of the eight vessels described in Into the Cosmos, three are particularly suitable for use by the player characters in Cosmic Patrol. They include the three-man Patrol Cutter, the twenty-five man Patrol Cruiser, and the one-man Intel Rocketship, the latter introduced earlier in ‘When in Doubt, Doubt’. Deck plans are given for each, but given the genre, it seems disappointing that the decks are horizontal along the length of each ship, rather than organised deck by deck vertically down the ship. This also means that these rocketships land on their bellies rather than on their tails, which would seem more in keeping with the genre. Other ships described include an Eiger Empire Attack Saucer, an Uth Hive, a Pirate Rocketship, and a Ro-Men Spereship.

Rounding out Into the Cosmos is a collection of twenty-three missions. Each consists of a narrative introduction, setting details, the scenes, plus a listing of its Objectives, Clues, and Tags. They begin with ‘Vo’s Fractum Cat’ in which the crew of Patrol Ship must go to the rescue of vessel with malfunctioning experimental equipment and ‘The Great Green Blight’ in which they must find out why the wary Frogmen of Neptune have turned aggressive. Other Mission Briefs will find the crew making mail runs, surveying asteroids, investigating both Eiger and Uth activity, going after pirates, going to dinner, and more. The almost two dozen run the gamut of genre clichés, but this should not be held against them. After all, certain clichés are part of the genre, and anyway, it is what the players and their characters do with them in the course of play that matters.

Despite it being a little book, just one-hundred-and-thirty-eight pages long, Into the Cosmos could do with an index. Finding things can be difficult. Another issue is the cost—it is not an inexpensive book. Nevertheless, Into the Cosmos provides excellent support for any group’s Cosmic Patrol game. Not just the Mission Briefs, which provide immediate support, but cues and inspirations aplenty with the support material.

Sunday, 1 January 2012

Tales of the Star Guard

In many reviews an RPG’s designer rarely gets a mention, and even if when he does, it invariably comes a long way into the review and even then not by name. His contribution usually gets mentioned in passing or obliquely, but for this review I am going to mention a name. Matt Heerdt. It is not a name that I have encountered before, though it has to be said that I rarely check those details, and to be honest, that is unlikely to change. Nevertheless, that name is Matt Heerdt. His design for Cosmic Patrol, the latest RPG from Catalyst GameLabs of which he is also the author, captures its genre to perfection with just seventeen words and one image. Done in a simple two tone design, the front cover looks exactly the manual that every good Cosmic Patrol cadet should have in his locker, whilst the back cover looks exactly like a recruiting poster for the Cosmic Patrol. It is also beautifully simple.

Anyway, Cosmic Patrol, of which Matt Heerdt is also the author. Thirty years ago in the Pre-Cosmic Era, the Earth was hit by the fragments of a comet that upon impact disgorged a horde of alien “lizardmen” known as the “Uth.” It took a united effort to wipe out the rampaging raiders who in their wake left not only a united Earth, but also a cache of advanced, disparate, but stolen technology. In order to both study this and protect the Earth from further cosmic threats, the united world government forms scientific space program known as the “Cosmic Patrol.” Within a decade, Cosmic Patrol expeditions to Mars and Venus discover humans on both worlds; within two decades, the governments of Earth, Mars, and Venus would agree to form a single organisation known as the Great Union; and within three decades, Cosmic Patrol rocketships, equipped with the revolutionary “Fractum Drive” would not only explore the outer reaches of our Solar System, but also far out into the cosmos itself, quickly discovering an on-going intergalactic war whose sides it cannot quite yet determine.

This is the setting for Cosmic Patrol, a story-telling RPG of “Rockets and Rayguns!” set in a retro future based on the Golden Age of science fiction. Inspired by the covers of classic science fiction pulp magazines, the works of E.E. “Doc” Smith, Harry Harrison, Robert Heinlein, and Philip Francis Nolan, and classic science fiction radio series like X Minus One and Dimension X, Cosmic Patrol with its mantra of “Rockets • Rayguns • Robots” is not the Buck Rogers RPG, but it could be. Nor is it the Flash Gordon RPG or the Tom Corbett, Space Cadet RPG, but again, it could be. As the Grand Union’s first and last line of defence against a dangerous galaxy, the players take the roles of Patrolmen of the Cosmic Patrol crewing rocketships that set out to explore the galaxy, investigating its strange phenomena, and responding to emergencies as necessary. They could be cocky, stalwart heroes from Earth; Red Amazon warriors from Mars armed with their infamous red steel axes; or high thinking Venusian scientists, but whatever their origins, they are not only members of the Grand Union, but as members of the Cosmic Patrol, they are its first line of defence against the universe.

Cosmic Patrol is played in a series of Mission Briefs, each beamed to the characters’ rocketship from Cosmic Patrol headquarters. It might be that a ship has gone missing in the asteroid belt or that a survey team is under attack on the surface of Venus, but in game terms each Misssion Brief consists of a setting and one or more scenes that present the patrolmen with a series of enemies and obstacles. Each scene is further down into a number of turns, the number of turns depending upon the number of players. This is because each player will undertake the role of the Lead Narrator once during a scene. As Lead Narrator, a player not serves as the GM and presents the NPCs and environment just as you would expect in most RPGs, he also ensures that each of the characters has a chance to act in the turn. In serving as the Lead Narrator, a player does not ignore his own Patrolman, but allows him to act, though he always goes last in a turn. This completes the turn and narration passes to the next player, who then becomes the Lead Narrator and sets the scene for the new turn.

Narration can be taken from events in previous Turns, but also from “cues,” little suggestions and descriptions that the Lead Narrator can take inspiration from. Cues are given for Mission Briefs as well as Patrolmen and NPCs of all stripes. Narration can also to an extent be co-operative in that a player can turn to his fellows if he is bereft of inspiration and ask for advice. If a player wants to grab the narration then he can spend a Plot Point, which can also be expended by a player to modify dice rolls – either way, regain health points, and of course, to add a plot twist! The role of Lead Narrator also has its own pool of Plot Points, which passes from player to player as the role does. A Lead Narrator can only spend Plot Points to aid the NPCs and add plot twists, but not to impede the Patrolmen. Players earn their Plot Points through good narration, whilst the Lead Narrator earns one whenever a player expends one.

Player character actions that require dice come in two types. A Challenge handles actions against an inanimate object, while a Test is against another person, be it another player character or an NPC. To undertake a Test or Challenge a character adds the results of a twelve-sided die, an appropriate attribute die, plus modifiers to beat a target roll determined by a twenty-sided die. The modifiers are set by the Lead Narrator. For example, “in a blizzard” (-1), “Experienced” (+1), “the right tools” (+1), “already performed a scan” (+1), and so on, which with the character below having to perform emergency field surgery on an important NPC, might give the result of D12 + Medicine D10 + modifiers of +2 against the Lead Narrator’s roll of a D20. The end result of 1 (D12) + 6 (D10) +2 versus 4 (D20) means that the character has succeeded.

Character creation involves assigning various dice types to four attributes – Brawn, Brains, Charisma, and Combat; a Special Die or a D10 to something that the character is particularly good at; and determining his Luck. The latter is not a Die type, but a number between one and twelve, which when rolled on any die during any test or challenge means that a character always succeeds. Perhaps the most difficult aspect of character generation in Cosmic Patrol is the creation of a Patrolman’s Cues, and Disposition. The first are prompts from which a player can draw inspiration when it comes to his narration, whilst the latter more describe his manner. “Doc” Mulligan only has thirteen Cues, leaving room for a player or Lead Narrator to add more. This Patrolman also has Tags, essentially descriptors that give the Lead Narrator the gist of the character were he to be used as an NPC.

REGINALD MULLIGAN/ROCKETSHIP DOCTOR
VITAL FACTORS
Name: Reginald “Doc” Mulligan Age: 29
Homeworld: Earth Rank: Doctor
Tags: > Earthman > Friendly > Curmudgeon
> Brilliant > Medicine > Manners > Scottish
Brawn: D6 Brains: D8 Charisma: D10 Combat: D8
Medicine D10 (SPECIAL) Luck: 11
Armour: 17
Health: 3/3/3/2/1
Equipment: antique Webley Revolver, Install MK. VII anatomical scanner, classic doctor’s black bag, and bottle of 13 year old single malt
Cues: Och no! I am just a country doctor; Quiet! I’m trying to think!; This thing isn’t even a sasanach – I need time to analyse it; I’ll drink to that; Yes Ma’am; There are things that an Autosurgeon will not repair; This might not be a single malt, but she’ll do; My word as a gentleman; Captain, you just can’t blow it to bits; It’s a man’s place to grumble – it proves he’s alive; As my old aunt Jenny would say…; By Jupiter’s Trojans!
Disposition: Trustworthy, Ever the Gentleman, Exasperated at the lack of scientific training in the Patrol, Cautious

The setting for Cosmic Patrol is sketched in broad detail from the inner most worlds of the Solar System to the Outer Planets and beyond into the Deep Black with its Coalsack Dead Zone, some twenty astrons in diameter; the Eiger Empire with its army of triple-eyed clones; and the rumoured meddling of the cosmic beings that the Patrol has named the Metatherions. Whilst there are mysteries and intrigues galore to be placed by the Lead Narrator and unravelled by the player Patrolmen, there is still room aplenty for those and more within the Solar System itself. To support the setting, the Lead Narrator is given an array of pre-generated characters, some of whom can be used as player characters, the rest being a set of entertaining NPCs that should keep a game going for a while. An octet of Mission Briefings of increasing difficulty is certainly more than enough to get a game and thus a season of Cosmic Patrol going. Rounding out the book is a good, though unexplored, bibliography of suggested reading and viewing.

Perhaps if Cosmic Patrol as a game has a weakness, it is that the advice for the GM or Lead Narrator is underwritten. Which in what has leanings towards being a storytelling game, does seem odd. Yet whilst those leanings are present, this is not an RPG that focuses like so many storytelling RPGs on handing the players narration rights in order to tell a particular type of story. Nor should that be taken as a criticism of that type of game. Rather, Cosmic Patrol is all about a lightness of touch that encourages the players to work together to tell of adventures of “derring do” against a backdrop of Golden Age Science Fiction. It does include suggestions as to how it could be run using a single Lead Narrator, but to be fair, the narration duties in Cosmic Patrol are far from onerous, especially given how those duties are about everyone taking responsibility for telling a good story.

As has already been pointed out, physically, Cosmic Patrol is well done. The book is cleanly laid out and the artwork thoroughly excellent. The lack of an index is irksome.

Cosmic Patrol has three paragraphs devoted to the Theremin. That is enough for me to recommend this RPG. The fact that this game made me want to read some of the fiction suggested in the bibliography is also indicative of how much I like Cosmic Patrol, despite the fact that the book I re-read after some thirty years was Robert Heinlein’s Space Cadet, which is not in the bibliography. Having re-read it, I would suggest that it should be. In truth, I have wanted a good Golden Age Science Fiction RPG for a long time. Cosmic Patrol is not that RPG – it is better. Rather Cosmic Patrol captures its genre of Golden Age Science Fiction to not just perfection; it does so with charm and gusto.