Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Blue Collar Science Fiction. Show all posts
Showing posts with label Blue Collar Science Fiction. Show all posts

Saturday, 9 August 2025

Burns So Very Very Brightly

It begins with an interview deep in the Rep-Detect Unit headquarters of the LAPD Tower. On one side of the table is a ‘Blade Runner’, an officer belonging to the unit dedicated to apprehending and retiring rogue replicants. On the other is a suspected replicant, a service technician at the headquarters of the Wallace Corporation apprehended after breaking into the company’s Replicant Memory Vault. The suspect lacks a serial number which would indicate that he is a registered Nexus-8 or Nexus-9 model. Surely there cannot be any Nexus-6 models still surviving? Unable to determine if the suspect is a Replicant, the officer has turned to an older method to detecting his status. A Voight-Kampff wheezes between the officer and the suspect. On the table is a list of questions the officer will put to the suspect. Quickly though, the suspect’s brazen refusal to engage with the emotional nature of the questions turns to violence and the interviewee turns on the interviewer. A bruising, bloody fracas ensues. The interviewer is bruised and battered, but his colleagues on the other side of the glass to the interview room were able to come to his help. The suspect is dead, his status is uncertain. Is he an aberration, or there unregistered Replicants on the starts of LA?

This is the set-up to Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels—and it is a great set-up, one that clearly echoes the begin of the film, Blade Runner, itself, when Blade Runner, Dave Holden, is seen conducting a Voight-Kampff test on Leon Kowalski. Dave Holden is, of course, by this time, the head of the Rep-Detect Unit, huffing and puffing through the replacement lungs for the ones that Kowalski shot out of him. Further, this is not the only reference to Blade Runner to be found during the course of the investigation. For example, the officers pay a visit to the Yukon Hotel on Hunterwasser Street where Leon Kowalski stayed, and both Ray McCoy and Runciter’s Live Animals appear from the 1997 Blade Runner video game from Westwood Studios. The Case File is littered with such references which the fan of Blade Runner will appreciate and which will also help to pull the players into the future of 2037. Such refences are not the only immersive elements in the Case File either, for just like ‘Case File 01: Electric Dreams’ in the Blade Runner – The Roleplaying Game Starter Set, the investigation is supported with numerous handouts that give points of reference and clues to the players and their characters. 

Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels is a scenario for Blade Runner: The Roleplaying Game, published by Free League Publishing. Although it can be run on its own, it specifically designed as a sequel to ‘Case File 01: Electric Dreams’ in the Blade Runner – The Roleplaying Game Starter Set, being part of ‘The Immortal Game’ campaign arc. Even then, the Game Master may need to make some alterations to this new Case File as some NPCs who appear in ‘Case File 01: Electric Dreams’ may have died. Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels comes as a boxed set which contains not only the sixty-page book for the case file, but also a set of fourteen Mugshot cards, seven maps depicting locations pertinent to the case, and a sturdy, buff envelope marked ‘RDU – LAPD REP–Detect’. This contains another eleven clues and Esper images that the Player Characters can search for clues. 

The interview and subsequent death of the service technician triggers an investigation into the possibility of there being rogue Replicants at large in LA and if so the possibility that someone else is using technology stolen from the Tyrell Corporation, technology that is now solely owned by the Wallace Corporation. The investigation is against the clock, just four days before the antagonists’ plans come to a fruition, with numerous leads to follow. As in Blade Runner: The Roleplaying Game, the investigation is carried out in shifts—four per day, with one required for Downtime—with the Player Characters, not just encouraged, but actually needing to split up to cover everything and everywhere. Information can be shared and updated between the Player Characters via their KIAs, Knowledge Integration Assistant units. The investigation is very well organised by NPCs and locations, clearly listing what the Player Characters might find should they interview the persons there and look at scenes. Some of the locations are not directly linked to the investigation, but may be places that a Player Character might go to speak to a contact.

In terms of structure, there are scenes in Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels where the action and story are quite directed, even forced. This is intentional, designed to ramp up the tension and even set up events in the sequel to the scenario. One Player Character, ideally a Human, will also find himself in the spotlight for much of the scenario, his integrity and humanity much tested. Other than that, there are tables of Downtime Events for Player Characters, including a special set for the Player Character in the spotlight, plus a list of Promotion and Humanity awards. The Case File is designed to be played by between one and four Player Characters and if played by one, the single player will find his character placed in the spotlight in more ways than one. 

Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels should provide two or three sessions’ worth of grim, grimy, and uncertain play. Although its Case File could be run as a standalone investigation, it works best as a continuation of  ‘Case File 01: Electric Dreams’ from the Blade Runner – The Roleplaying Game Starter Set, and as such, this is an ‘in between’ scenario, which continues the overall plot, but does not finish it. The only difficulty really is making adjustments to take account of the changes between this Case File and ‘Case File 01: Electric Dreams’, primarily if certain NPCs were killed in ‘Case File 01: Electric Dreams’.

Physically, Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels is superbly presented. It is a fantastic boxed with great handouts and good maps, many of which could easily be used by the Game Master again for her own scenarios. The scenario is well written and organised and the artwork throughout is stunning, everywhere and everyone seeming to step out of the shadows in Film Noir fashion. 

The unfortunate truth is that there is not great deal of support for Blade Runner: The Roleplaying Game, but there can be no doubt that Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels is a brilliant addition to what is a very short line. It explores identity and the nature of what it is to be human from start to finish, really placing one Player Character in the spotlight, and does so in an incredibly good looking package.

Saturday, 31 May 2025

The Little Book of Death ...in Spaace!

Escape the Dark Sector: The Game of Deep Space Adventure is about survival. About making a break from the cell of the 
detention block of a vast space station where they have found themselves incarcerated. They have an opportunity to escape their imprisonment, but the route they must take, between the detention block and their spaceship, is fraught with danger. The escapees must find their way out of the Detention Level, through the Heart of the Station, and then the Forgotten Zones to their impounded spaceship—and escape! Published by Themeborne Ltd., Escape the Dark Sector is the Science Fiction sequel to Escape the Dark Castle: The Game of Atmospheric Adventure, which was inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books. As with its fantasy predecessor, Escape the Dark Sector can be played solo or collectively and 
offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Sector – Mission Pack 1: Twisted Tech, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Sector is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Sector, nor any of its expansions, or even Escape the Dark Castle, could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is Death in Deep Space, the Science Fiction equivalent of The Death Book for Escape the Dark CastleThis is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Alien Queen’ reads as follows:

“Die, humansss!”

The Alien Queen was lying wait! Jets of venom fly towards you as she pounces—YOU must roll two HIT DICE now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Sector, he picks up Death in Deep Space and after finding the entry for ‘The Alien Queen’, he reads aloud the following:

The Alien Queen

Once it enters your bloodstream, the paralysing venom of the Alien Queen works quickly – a spreading rigidity coursing through your entire body, locking your joints one by one until you are all but paralysed. Even your eyelids cannot close, and you are forced to watch in horror as the terrible creature captures your fellow crew with equal ease.

With a series of hissed commands to her countless, scurrying servitor spawn, you are all dragged back her vast, deck-spanning nest. There, a slick, black, fleshy membrane covers the walls and beneath the vaguely humanoid shapes of her decomposing victims are still recognisable. Their shallow breaths rise and fall in eerie synchronicity, an indication that their suffering is yet to be ended. Soon, you and your crew join them.

Once in place, your spines are sliced open. The shimmering spools of nerve fibre that spill out are intertwined with those of the other captives suspended around – the connection sealed with a sticky, mucus coating. In this way, you become part of the fabric of the hive, a sensory node in a living web, lining the walls as far as the eye can see, warning the hive of approaching threats and passing the news back through the biotic chain in an instant.

For the rest of your days, your pain is theirs and theirs is yours; you see what they see and hear what they hear, your collective existence painfully prolonged in service to your bestial captor.

Your adventure ends here.

Physically, Death in Deep Space is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, Death in Deep Space fits easily into Escape the Dark Sector: The Collector’s Box Set.

Death in Deep Space is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Sector is an enjoyable game, but character deaths can feel little, “Is that it?”. With Death in Deep Space, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Sector to a nasty and unfortunate, but fitting end.

—oOo—


Themeborne Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Sunday, 26 May 2024

More Than Human

The year is 2037. Under the darkness of a world soiled by war, pollution, and ecological degradation, in the shadows spun by neon, simulacra skulk, hiding amongst those they want to be like, and they will do anything to survive and become more like the masters they once served. The Wallace Corporation is the wealthiest company in the system, having made free technologies and scientific advances that has ensured the survival of mankind with a reliable supply of food and an advanced communications network replacing the one that was destroyed along with vast swathes of human knowledge and digital data. These though, are not the only advances it has made. Using advances made on Tyrell Corporation technology and patents, the Wallace Corporation has introduced the Nexus-9, a replicant design incapable of lying or harming humans of its own accord. In response, the United Nations repeals the UN Replicant Prohibition Act of 2023, passed in response to the killings committed by Nexus-6 models in the late teenies, and classifies the Nexus-9 as a ‘safe’ Replicant, granting them the status of second-class citizens with limited rights. Replicant Detection Units of the world’s various police forces are still responsible for investigating crimes related to replicants, especially the previous models, such as the Nexus-8, and some even begin to employ Nexus-9 units as investigators. It means that Replicants are hunting and ‘Retiring’ their own. It means that the investigators of the Replicant Detection Unit charged with tracking down Replicants, known as ‘Blade Runners’, are hunting sentient beings that look like themselves and act themselves, but are not, strictly speaking, Human. This is a future when what it is to be Human is beginning to be lost, when empathy is all that separates mankind from that which is not only faster and stronger than it is, but also threatens to replace mankind. The year is 2037 and in the city of Los Angeles, under the cacophony of neon, culture clashes, and the watchful presence of the Wallace Corporation, Blade Runners stalk the streets, gun in hand with the power to question all and the responsibility to answer for everything they do. Some Blade Runners have been on the force for decades, the Nexus-9 Blade Runner units mere months and even then, are only a year old despite being fully formed adults, will have to prove their conduct to beyond reproach, but both are police brothers.

This is the setting for Blade Runner – The Roleplaying Game, perhaps the unlikeliest of roleplaying licences. The film Blade Runner has always been regarded as a cult classic and then an accepted classic Science Fiction film, a neo-noir meditation of what it meant to be human and not only impossible to obtain the licence for, but also impossible to adapt, since after all, what was it that the Investigators would do and how exactly would you model what was human and what was not? When news broke that Free League Publishing had obtained the licence to coincide with the release of Blade Runner 2049, the official sequel to Blade Runner, the question became not if there could be a licence based on Blade Runner, but could it actually be good? Not wanting to answer that question has delayed this review of the Blade Runner – The Roleplaying Game again and again, because if there was the possibility that it could be good, there was also the possibility that it could be bad. Fortunately, Blade Runner – The Roleplaying Game is from the same publisher that released Alien: The Roleplaying Game—and that adaptation has proven to be good.

Published following a successful Kickstarter campaign, Blade Runner – The Roleplaying Game shifts the time from the 2019 of Blade Runner and the 2049 of Blade Runner 2049 to 2037. The Player Characters are all ‘blade runners’, members of Los Angeles’ Rep-Detect Unit, tasked with investigating all crimes related to Replicants. This includes tracking down older Replicant models that have gone rogue and are on Earth still illegally or have committed some other crime, as much it does anti-Replicant hate and crimes against Replicants. As a team they will be assigned ‘Case Files’, or scenarios—such as ‘Case File 01: Electric Dreams’ in the Blade Runner – The Roleplaying Game Starter Set and the recently released Case File 02: Fiery Angels—and expected to work together as a team. They will face not only the sometimes-terrible nature of the crimes they have to investigate—and the challenge of doing so—but also of political interference and interest in their efforts, both from within their department and without, and ultimately moral quandaries and situations in which they will be forced to question their Humanity and it means to be Human. The roleplaying game clearly highlights these at the start of the book as well as its key themes of ‘Sci-Fi Action’, character drama, corporate intrigue, moral conflict, and soul searching. It also notes that keeping track of the passage of time is important—this being done in shifts, used to measure investigative actions and downtime, that the necessity of investigating clues within a Case File means splitting the party, and that the moral dilemmas within a Case File may lead to Player Character versus Player Character conflict.

An Investigator in Blade Runner – The Roleplaying Game is simply detailed. He has four Attributes— Strength, Agility, Intelligence, and Empathy, and thirteen Skills, three per Attribute. The thirteenth Skill is Driving, which is derived from the manoeuvrability of the vehicle being driven. Both Attributes and Skills are assigned a letter, A, B, C, or D. Each letter corresponds to a die type, A to a twelve-sided die, B to a ten-sided die, C to an eight-sided die, and D to a six-sided die. Skills can have Specialities, representing dedicated areas of expertise, such as ‘Origami’, which lets an Investigator heal a point of Stress by folding an exquisite Origami figure or Sycophant, which grants the Investigator an extra Promotion Point as he ingratiates himself with his superiors. Thus, an Investigator is either Human or a Nexus-9 Blade Runner, and it is also possible to play a Replicant who is not aware of being a Replicant. In terms of the number of ‘Years on the Force’, the Blade Runner is either a Rookie, Seasoned, Veteran, or an Old-Timer. A Replicant Investigator can only be a Rookie. The ‘Years on the Force’ determines the years served, the number of extra points to assign to both attributes and skills, skill specialities, and both Promotion Points and Chinyen Points. Chinyen Points are the currency in the Los Angles of 2037, Promotion Points represent the Investigator’s standing within the department and have multiple uses. In general, Replicants have higher physical attributes, and limited skills and no specialities, whereas Humans tend towards the reverse. A Replicant will also have less Promotion Points and Chinyen Points.

An Investigator also has an Archetype, representing his role in the investigative team, his expertise, and the work he carries out for the LAPD. There are seven Archetypes—Analyst, Cityspeaker, Doxie, Enforcer, Fixer, Inspector, and Skimmer. The Skimmer and Cityspeaker are only available for Human characters, whilst the Doxie is only available for Replicant characters. The Analyst is a forensic specialist; the Cityspeaker works the city through his contacts and may have worked undercover; the Doxie is akin to the kick-murder squad operative seen in Blade Runner, but can read suspects too; the Enforcer uses force and violence when necessary; the Fixer uses contacts and networks to help solve crimes; the Inspector is an old hand and relies on experience; and the Skimmer who is taking kickbacks on the side. Lastly, every Investigator has a ‘Key Memory’, a ‘Key item’, and a ‘Key Relationship’. These three have different effects in play, but should ideally come into play during an investigation. The ‘Key Memory’ can be used to gain advantage on an action; the ‘Key item’ can be used to gain a lost point of Resolve, and the ‘Key Relationship’ is used by the Game Runner to create scenes in a game and interacting with the ‘Key Relationship’ will earn the Investigator Humanity Points.

The character creation process is straightforward. Some elements the player has to choose, such as assigning points to his character’s attributes, but the rest can either rolled for or randomly determined. Tables are included for the latter.

Name: Remedy
Type: Replicant
Archetype: Doxie
Years on the Force: Rookie
Appearance: You are a thing of beauty. Quite literally.

ATTRIBUTES
Strength: A/D12
Agility: A/D12
Intelligence: B/D10
Empathy: C/D8

Health: 8 Resolve: 3
Promotion Points: 1 Chinyen Points: 1

SKILLS
Hand-to-Hand Combat: B/D10, Insight: C/D8, Mobility: C/D8, Manipulation: B/D10, Observation: B/D10

KEY MEMORY
When Did It Happen? – Just a few weeks ago.
Where Did It Happen? – In the derelict housing projects of Los Angeles Hills.
Who Was There? – Your romantic partner
What Happened? – You saw something extraordinary that you cannot explain.

KEY RELATIONSHIP
Who Is It? – Romantic Partner
What’s Your Relationship Like? – Hateful
What’s Going On? – They are suspected of a crime.

SIGNATURE ITEM
A necklace

Mechanically, Blade Runner – The Roleplaying Game uses a variant of Free league Publishing’s Year Zero engine previously seen in Twilight: 2000 – Roleplaying in the World War III That Never Was. To undertake an action, a player rolls one die for the Attribute and one die for the Skill. Rolls of six or more count as a success. Rolls of ten or more grant two successes. In general, unless rolls are opposed, only one success is required to succeed at an action. An extra success enables an Investigator to get more information, perform a task faster, or help an Investigator with a task. An easy task gives an Investigator an Advantage. In which case, his player rolls another die, equal to the lowest die in the pool. Conversely, a difficult task removes the lower die in the pool altogether. If any roll is unsuccessful, a player can choose to Push the dice roll and roll again. However, if a one—or the Origami Unicorn—is rolled on the first roll or the Pushed roll, the Investigator, if Human, will suffer a point of damage if the attribute rolled was Strength or Agility or a point of Stress if the attribute rolled was Intelligence or Empathy. If a Replicant, the Investigator will always suffer Stress rather than damage. A Human can Push a Skill roll once, but a Replicant can Push a Skill roll twice.

Only in combat do more than the one extra success count, indicating that more damage has been inflicted or a critical injury. Blade Runner – The Roleplaying Game is not a forgiving game in terms of combat and all firearms have a high ‘Crit Die’, so the Investigators should not engage in combat lightly. The rules also cover vehicles in combat—some vehicles can be armed, but for the most part, one vehicle will be ramming another. The rules for chases cover chases on foot, and then by ground vehicle or in the air.
For example, Remedy has been following a suspect, Ramirez ‘Ram’ Smith, whom she thinks has links to the Replicant Underground. She has tracked him down to the Grand Central Market, where all manner of dishes and foodstuffs—legal and illegal—can be found. As her and her partner’s spinner touches down, she leaps out of the vehicle, just in time to see her quarry duck into the heavy crowds carrying a package of some kind. The Game Runner call for an Observation test to determine if Remedy can see him. Remedy has a rating of B/D10 for both Observation and Intelligence, meaning that her player will be rolling two ten-sided dice. Ramirez ‘Ram’ Smith only has a rating of D/D6 for Stealth and B/D10 for Intelligence, so the Game Runner will be rolling a six-sided die and a ten-sided die. However, he is in a crowd, so the Game Master rules that Remedy will be at a disadvantage. This means that Remedy’s player has to remove the base die for Remedy’s Intelligence, so her player will only be rolling one ten-sided die.

The Game Runner rolls an eight and a two, giving ‘Ram’ Smith one success. Remedy’s player rolls a four, so she has no successes. Remedy’s player decides to Push the roll and describes how she leaps up one of the streetlights that a food stand has tapped into illegally for power and onto the food stand’s roof. Remedy’s play takes up the ten-sided die for her Observation skill. This time though, she rolls an Origami Unicorn, meaning that not only has she failed, but she also suffers a point of Stress as even from this elevated height she cannot see her quarry. In the meantime, the proprietor of the food stand yells at her in Cityspeak to get off his roof! The Game Runner tells Remedy’s player that although she cannot see ‘Ram’ Smith, she did see someone else moving purposely through the crowds and that she was fairly certain that it was her partner! This is the cause of the Stress.
In addition to gaining Stress because rolls of one or the Unicorn Origami are made on pushed rolled, it can come from working more than three Shifts without a Downtime Shift and simply from Stressful situations. When the number of Stress points is equal to, or greater than an Investigator’s Resolve, the Investigator is broken and will suffer from randomly determined Critical Stress effect. The tables are different for Humans and Replicants. A Replicant will generally begin play with lower Resolve than a Human and react in a more extreme manner than Human would, though this can be a negative reaction or a positive one. In addition, if an Investigator is broken by Stress, his Resolve can be reduced by one, and should his superiors become aware of it, a Replicant would have to take a Baseline Test.

In terms of background, Blade Runner – The Roleplaying Game is firmly placed between Blade Runner and Blade Runner 2049. Its focus is primarily on the city of Los Angeles, now a mega-city that extends up to San Francisco and down to San Diego, and to the irradiated edge of Las Vegas. It does include some details about the places beyond the confines of Los Angeles, such as The Archipelago, what was Santa Barbara, now voluntarily flooded to turn its wealthy estates into heavily guarded and isolated compounds. There are details of Off-World and even the idea of getting Off-World is discussed, but it remains a dream for nearly all of the remaining citizenry on Earth. Even when it comes to Los Angeles, it concentrates on the main sectors of the city’s Downtown, noting particular locations such as the LAPD Headquarters, DNA Row where the best bioengineers and tech vendors can be found, and Animoid Row for the robot animals in the city. This is accompanied by descriptions of life in the city-climate, technology, communications, and so on, which the Game Runner can use to describe world around the Investigators.

A companion chapter looks at the powers that be, though concentrating on Los Angeles. This includes various corporations, the LAPD, numerous United Nations organisations, criminal gangs—including the Replicant Underground, and of course, Niander Wallace and his corporation. Seen as the saviour of mankind, he remains a mysterious figure, though a newspaper interview with him adds a nice sense of verisimilitude. The aims and relationships with the Wallace Corporation are examined, as they are likely to clash if the Investigators’ inquiries get to close, and this includes a discussion of the various models of Replicant, from the Nexus-1 all the way up to the Nexus-9. Another in-game newspaper highlights the divide in views on the acceptance of Nexus-9 Replicants in general society, despite their official recognition as individuals with limited rights. Many believe that Nexus-9 Replicants are part of a corporate effort to steal jobs and act accordingly. Others, such as members of the Replicant Underground, object to Replicants being Second Class citizens and campaign for better rights for them, and more. The assignment of Nexus-9 Blade Runners to the Replicant Detection Unit has its own issues, as each Nexus-9 Blade Runner has to prove that it is capable of fulfilling the role, which includes hunting its own, without showing the signs of emotional and mental stress that drastically affected earlier models.

Much of this modelled by two of three points which can be earned over the course of play. Chinyen Points represent an Investigator’s income and are primarily used for purchases beyond normal expenses in combination with a Connections skill roll. Promotion Points are earned by investigating a Case File efficiently and by Replicants passing a Baseline Test, but can be lost for misconduct or poorly investigating a Case File. A Replicant Blade Runner whose Promotion Points is reduced to zero must make a Baseline Test. Promotion Points are spent to gain Specialities for an Investigator’s skills, to gain access to specialised equipment from the LAPD, or exchanged for a Chinyen Point, representing a pay rise. Humanity Points are earned as determined by a Case File, as well as an Investigator bringing his Key Memory and Key Relationship into play, and by a Replicant Blade Runner failing a Baseline Test. Humanity Points are used to raise an Investigator’s skills. Of the two it is easier to gain Promotion Points rather than Humanity Points, so consequently, it is easier for an Investigator to improve via Specialities rather his skills.

The LAPD’s Replicant Detection Unit is presented in some detail, fans of Blade Runner will be pleased to note that Dave Holden, now known as ‘Iron Lung’ due to the injury suffered at the start of the film, heads the unit after Harry Bryant retired. This covers its organisation, departments, resources—including those provided by the Wallace Corporation, and day-to-day operations including standard procedures and the perils of being promoted or decorated too often. Complementing this a section on standard and non-standard Replicant Detection Unit equipment. There are old standbys detailed, such as the Voight-Kampff Machine, the Pfläger-Katsumata PK-D 5223 Blaster, and the ESPER Machine, and these are joined by the Post-Traumatic Baseline Test, the PK-D FKM890 Blaster, and Digital Companions. Plus, of course, there are the Spinners. All of this equipment is nicely detailed in a fashion that fans of both films will appreciate. All covered is shopping in general and buying goods on the black market.

For the Game Runner, there is general advice on running Blade Runner – The Roleplaying Game, setting the scene, setting the mood, and so on. The bulk of it is dedicated building and running Case Files, the investigations that the Replicant Detection Unit assigns to its Blade Runners. Broad actions within a Case File are split across four Shifts each day, with one of them being designated a Downtime Shift when the Investigator will rest and see to personal details. It will be necessary to split the Investigators up over the course of a Case File—and the roleplaying game encourages the players to do so—as there is invariably far more to a Case File than they can cover just going from scene to scene. Fortunately, the Blade Runners can stay connected and even be involved in a different scene, if only remotely, via the KIA—or Knowledge Integration Assistant—that they all carry as routine. However, the number of leads and sperate scenes is exacerbated by a Countdown, which means that the Investigators will be working against the clock, which can trigger events and even bring a Case File to a close before an investigation has had time to be completed. However, as important as Case Files are to the play of Blade Runner – The Roleplaying Game, solving them is not the point of the roleplaying game. Rather, they are a means by which the Blade Runners can be challenged by difficult personal and moral dilemmas, can be confronted by who and what they are, and be forced to make choices.

Unfortunately, there is no Case File included in Blade Runner – The Roleplaying Game. So just from the core rulebook it is difficult to see either the game play or the moral dilemmas in practice. For that, the Game Runner will need either Blade Runner – The Roleplaying Game Starter Set or Case File 02: Fiery Angels. Although disappointing, there are good reasons as why there is no Case File in Blade Runner – The Roleplaying Game, and that really is due to the handouts required, since as an investigative game, Blade Runner – The Roleplaying Game is dependent on visuals. Just as in Blade Runner and Blade Runner 2049. That said, there is a set of tables for creating the basics of a Case File that the Game Runner can then flesh out.

Beside the lack of a Case File, there is the issue of the divide in Blade Runner – The Roleplaying Game in the focus on Human and Replicant Blade Runner—more on the latter than the former. This is intentional, since Replicants are the focus of the setting in general. It shows in their physical capability versus their emotional capacity, which hinders their response to Stress and potentially their ability to work as a Blade Runner. It shows in their need to prove themselves as Blade Runners by gaining Promotion Points lest they be seen as less than ideal additions to the Replicant Detection Unit. And the best way of gaining Promotion Points will be to successfully investigate a Case File and that is unlikely to be to the benefit of other Replicants. This is the core moral quandary in Blade Runner – The Roleplaying Game. Yet mechanically, the way to prove that that a Replicant Blade Runner is emotionally capable of undertaking the role is to improve his Empathy Attribute, and that requires Humanity Points. The primary ways of gaining these are to engage with his Key Memory and Key Relationship, the others being to investigate a Case File in a more humane fashion, often against the Replicant Detection Unit’s directive and interests and fail a Baseline Test, indicating to his superiors how he is not suitable for the role. In comparison, the Human Blade Runner is not faced with this near constant balancing act, either mechanically or narratively, and most of the moral dilemmas the Human Blade Runner will be part of Case File’s story as well as with his Key Relationship, and so narrative based rather than mechanical.

Physically, Blade Runner – The Roleplaying Game is stunning book, its artwork bringing the energy and sense of movement of the streets of Los Angeles to life contrasting with the almost sepulchral atmosphere and stillness of its interiors. Everything is swathed in darkness, broken by blasts of neon shining off the ever-present rain. The book is also well written and engaging and well organised.

Despite not being set in the period of Blade Runner or Blade Runner 2049, but somewhere in between, Blade Runner – The Roleplaying Game is going to satisfy fans of both, by detailing the world and exploring its core moral questions. The only downside is that without a Case File of its own, it cannot best showcase how those core moral questions can examined, or some of the nuances present in the setting. For that, the Game Runner will need a Case File of her own or an official one from the publisher. Nevertheless, Blade Runner – The Roleplaying Game is a very good adaption of a licence previously thought unadaptable, let alone available, and a very good introduction to both the world and the questions it raises
.

—oOo—

Free League Publishing will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.


Saturday, 16 March 2024

Solitaire: Thousand Empty Light

Thank you for accepting this assignment. As a valued employee of the HAZMOS CORP we have trust in your resilience and reliability to undertake this task. TEL 022 is the only artificial structure on Unadopted Planetary Body 154, or UPB 154. HAZMOS CORP currently owns the maintenance contract on this facility and the Department of Offworld Contact Monitoring has detected that TEL 022 is currently without light or power. The Department of Offworld Contact Fulfilment has assigned you, a fully trained LAMPLIGHTER, to fulfil the immediate terms of the contract. You will be transported to UPB 154. An atmospheric vehicle will insert you onto UPB 154 and you will gain access to TEL 022. Once inside you are directed to descend to the bottom of TEL 022 and proceed section by section through TEL 022. In each section you will restore power and light. In each section, please record your visual assessment and maintenance report in the MemoComm module for HAZMOS CORP records as part of the contract. You are advised that TEL 022 is a sub oceanic facility. Please record any depth complications in consultation with the PNEUMATIC AND NARCOTIC INCIDENT CHART, or PANIC reference, provided. Throughout this assignment you are reminded to adhere to the standard practice for the fulfilment of HAZMOS CORP maintenance contracts and follow the OBSERVE RESOLVE ACT CONCLUDE LEAVE EVIDENCE, or ORACLE, System. By following the ORACLE System, you will ensure your safety and HAZMOS CORP’s continued responsibility for your safety and wellbeing. Failure to adhere to the ORACLE System may threaten your safety and wellbeing, the capacity of HAZMOS CORP to fulfil the contract, and negate any liability HAZMOS CORP is contractually obliged to fulfil with regard to your physical and mental status. On behalf of the HAZMOS CORP, the Director thanks you for your attention and action in these matters and looks forward to you being a continued and valued member of the HAZMOS CORP family.

This is the set-up for Thousand Empty Light, a supplement for MOTHERSHIP Sci-Fi Horror Roleplaying Game, published by House of Valley following a successful Kickstarter campaign, which is several things which together make it more than a straightforward supplement or scenario. On the one level, it is actually the manual and guidance book released by the HAZMOS CORP for fulfilling the maintenance contract for TEL 022. On another, it is actually a piece of horror fiction which follows the progress of the assigned Lamplighter as he descends into TEL 022 and makes his way along it one segmented tunnel, visually scanning each area, reading the reports recorded by the previous Lamplighter to conduct maintenance on the facility, recording his report, and coming to the realisation that there is something odd going on in TEL 022 and that HAZMOS CORP is not telling its employee the true purpose of the facility. And lastly, it is a solo adventure for MOTHERSHIP Sci-Fi Horror Roleplaying Game, one whose rules can be adapted to use in other scenarios for MOTHERSHIP Sci-Fi Horror Roleplaying Game. As a solo adventure, it can be played as written, but the player can also record his reports, turning Thousand Empty Light into a journaling scenario. Further, given that Thousand Empty Light is designed for solo play and thus one player, it could actually be run one-on-one, with a single player and a Warden. The latter will be easier than in most solo roleplaying experiences because the structure of TEL 022 actually informs the structure of the scenario—it is linear. Although it is interactive fiction, Thousand Empty Light is literally straightforward as opposed to the non-linearity of most works of interactive fiction such as the Fighting Fantasy series.

TEL 022, the setting for Thousand Empty Light, is situated deep under the ocean of UPB 154. It is accessed via a caisson that juts above the ocean surface, the Lamplighter descending via the caisson and undergoing hyperbaric intervention. At the bottom, the Lamplighter is tasked with proceeding through the five sections of the facility in order, each one sealed at either end. In each section, he must follow the standard WORKFLOW: review the reports previously recorded on the hand-cranked MemoComm module, assess the situation, and restore both light and power, record his own report, and check for depth complications. This includes following the ORACLE System.

Notably, the ‘O’ or ‘OBSERVE’ step of the ORACLE System uses Semiotic Standard as a means of providing a randomising factor. Semiotic Standard is actually a system of signs and symbols—‘Semiotic Standard For All Commercial Trans-Stellar Utility Lifter And Heavy Element Transport Spacecraft’—created by the American film designer, Ron Cobb, as icons for the commercial spacetug, Nostromo, in the film Alien. There are fifty of these and they are recreated on the back cover of Thousand Empty Light and numbered. Where there is a degree of doubt and uncertainty, the player can roll to determine which one will influence the actions of his character. Each has been amended with a potential outcome, either ‘Yes’, ‘No’, ‘Yes, But’, and ‘No, but’, to prompt the player along with the icon itself. They are not the easiest of prompts to use, but their verisimilitude and the sense of worldbuilding they enforce are undeniable.

In addition, the player, as the Lamplighter, has to record incidents and near misses and record them on an Incident Form. These can be trips and falls, injury and illness, unsafe disrepair, excessive noise, newly-identified, and more. When they occur, they are randomly assigned a value between one and ten. They do not have an immediate effect, but if another incident occurs which is randomly assigned the same value as a previous incident, it triggers repercussions from that previous incident. The higher the assigned value, the greater the effect of the repercussions. It also triggers a PANIC check upon the part of the Lamplighter which requires referring to the PANIC reference. This is also required when the Lamplighter transitions from one section to another.

In terms of a Player Character and his abilities, Thousand Empty Light recommends Mechanical Repair and Jury-Rigging as skills and training in industrial equipment. Otherwise, it adheres to standard rules for character creation for MOTHERSHIP Sci-Fi Horror Roleplaying Game. He is assigned a flashlight, a rebreather, and a dive gauge, and some of the hazards he will face are explained—depth complications, unlit areas, corrosive seawater, flooding, raiders, and an array of strange creatures and environmental effects. Once the Lamplighter has signed a Letter of Last Resort, he enters the caisson and the first section. It is at this point that Thousand Empty Light begins to resemble a journalling game, because what the player will be in each section is using its description and the MemoComm module recordings his Lamplighter has access to as prompts to ask questions. Answers to these questions are determined by rolling on the Semiotic Standard table on the back of the book, as well as other factors. The player can then decide how his Lamplighter responds, what action he takes, and so on, following the ORACLE System again and again until the section has been fully explored and the Lamplighter has completed the WORKFLOW for that section.

As the Lamplighter proceeds from one section to the next the oppressive, often claustrophobic atmosphere grows, the unsettling nature of even the first four sections of TEL 022 exacerbating his sense of panic. This is first forced by the need to make a PANIC check when entering a new section and then by events generated by the player from the questions prompted by the descriptive content. One thing that Thousand Empty Light does not explain is what is in the fifth section. It is described as a High Value Asset early in the maintenance manual, and the Lamplighter is cautioned not to interact with it. In a sense, it does not matter, since getting to the last section will have been trial enough and asking those questions may be too much. Like the story of his Lamplighter’s progress through TEL 022, it is up to the player to decide, though there is, perhaps, the hint that it lies closer to home…

In addition, there are secrets in Thousand Empty Light that are hidden by a code. These are not decipherable without further purchase by the player. They are not necessary to play through Thousand Empty Light though.

Physically, Thousand Empty Light is impressive. The writing captures the right tone of corporate attitude and care, which of course, is never going to be enough as a playthrough reveals. Similarly, the layout adds to this and the combination of the two is why Thousand Empty Light actually works better as a piece of fiction perhaps more than it does as a solo adventure or a set of solo rules for MOTHERSHIP Sci-Fi Horror Roleplaying Game. Part of that is due to the fact that the explanation of how they work is written as a corporate maintenance manual rather than as a roleplaying game supplement. At the same time though, if it actually had that clearer explanation of the rules, it might actually have disrupted the veracity of the atmosphere in Thousand Empty Light.

Lastly, it should be noted that the name of the scenario has been randomly generated. By any stretch of the imagination, it is meaningless.

As a piece of horror fiction and interactive fiction, Thousand Empty Light superbly and successfully combines a sense of corporate sheen and corporate creepiness, the former ratcheted down, the latter ratcheted up, as the player and his Lamplighter proceeds further into TEL 022. As a set of solo rules, Thousand Empty Light underwhelms due to under-explaining and that, combined with their specific application by the HAZMOS CORP here, makes them difficult to apply elsewhere for MOTHERSHIP Sci-Fi Horror Roleplaying Game. Perhaps a new ORACLE System and PANIC reference is required?

Sunday, 12 November 2023

Blue Collar Sci-Fi Horror IV

In the ecologically ravaged future, twelve billion people live on Earth in environmentally sealed kilometre high city blocks clustered around ‘lungs’, the colossal city-sized atmosphere processors located on the coasts. Many attempt to get off Earth and sign up to crew the service vessels maintaining stations, outposts, and mines in other star systems; the tugboats hauling the refineries back to Earth; the Arbiter ships as Colonial Marshals investigating crimes on behalf of the Interstellar Department of Trading; as military units preventing (or even conducting) civil unrest or hostile takeovers; as scientific survey teams; or as Deep Space Support Teams—DSSTs, or ‘Dusters’, effectively serving as troubleshooters for their employers. Last twenty-five years and you get to retire to a life of luxury. However, it is not that easy… Space travel takes time, even with the Gravity Assisted Drive, a minimum of a week per light year, meaning trips can take months with most of that time spent in LongSleep. Starships are places to work, utilitarian, but capable of protecting you from the vacuum of space, radiation, and random asteroids. Therese though are not the only dangers involved in space travel and mankind spreading beyond the Solar System...

Spending time in space has a psychological effect and has been known to send men mad. Murderously mad. A.I.s and other systems can malfunction. Outbreaks of diseases and viruses—known and unknown—can ravage colonies, starships, and space stations. Terrorist groups have their own agendas, like The Children of the Cradle, which wants to stop mankind spreading beyond Earth. There are cults too with their own aims and even corporations have their often, highly secret aims. Colonists, scientists, star crew and others report ghosts out in the black, but who believes that? Does not mean that it cannot send them mad... There is even the whisper that the Gravity Assisted Drive itself has a psychological effect on people, though no one has been able to prove and to be honest, no one wants to, especially the corporations. Of course, nobody has yet found any sign of any alien species, and certainly not any face-chomping xenomorphs. Faced with all that, it is wonder that anyone engages in any space travel, and if any starship crew run into any of this, the best they can do is survive. There are those that will do more then just survive. They will investigate. They identify the nature of the threat and they will nullify its effects—if they can. Special Operations Squads (SOS), equipped, armed, and trained to deal with dangerous situations, have been trained by the government of Earth to face these problems, even though it often means working for one of the corporations.

This is the set-up for
Pressure: Industrial Science Fiction Roleplaying, a roleplaying game inspired by the Blue Collar Science Fiction of the nineteen seventies and early nineteen eighties, such as Alien, Outland, Silent Running, and Blade Runner, plus computer games like Dead Space. Published by Osprey Games—the imprint of Osprey Publishing best known for its highly illustrated military history books—Pressure: Industrial Science Fiction Roleplaying is in fact a sequel to Those Dark Places: Industrial Science Fiction Roleplaying, in which the Player Characters are members of corporate Deep Space Support Teams—DSSTs, or ‘Dusters’. In Pressure, the Player Characters are members of the Special Operations Squads Division, knoen as SOS Operatives. If Those Dark Places is the equivalent of Alien, then Pressure is the sequel, Aliens. Notably, Pressure uses the same conceit as Those Dark Places, that the play of the roleplaying game is actually an internal training programme, a test of the potential abilities of the ‘Duster’, or in this case SOS Division operatives. This does not always have to be case, but it is what the roleplaying game defaults to, and notably, Pressure is more upfront about it. Further, in addition to being a sequel to Those Dark Places, this roleplaying game is also an expansion, both in terms of the mechanics and the setting. That said, the Game Master can run Pressure without needing to reference Those Dark Places.

An SOS Division operative is defined by his name and description, CASE File, his skills, and Pressure. His CASE File represents his actual attributes—Charisma-Agility-Strength-Education, which are rated between one and four. It should be noted that Strength works as the equivalent of a Crew Member’s Hit Points, as well as his physical presence. Where in Those Dark Places a Duster has one or two Crew Positions he is qualified for, such as Navigation Officer or Medical Officer, SOS Division operative has skills and this includes combat skills, which notably, Those Dark Places did not have. Some skills require specialist training and if a player does not invest any points in them, his SOS Division operative cannot use them. To create an SOS Division operative, a player assigns ten points to his operative’s CASE File and then three points to skills of his choice. The process is more complex than that of Those Dark Places, but only slightly so, and it is still very simple. In addition, the player is encouraged to answer a number of questions to help develop his operative.

One alternative offered instead of a standard SOS Division operative, a player can roleplay a SAM or Synthetic Automation. A SAM is not affected by Pressure, but all Charisma or Education rolls require an extra round of processing to complete. A SAM is also not fully human in appearance, with smooth features, lack of hair, and unblinking eyes. SAMs are banned from the massive HyperCities of Earth.

SOS Division Operative Rosen was recruited into the SOS Division pending a conviction for computer hacking. Despite her technical role, she has put through the routine physical training, but this has not curbed her cynical edge. She is fascinated with discovering secrets still (which is what got her into trouble in the first place) and knows that being part of SOS Division will actually give her greater access than before.

Rachel Rosen
Charisma 3 Agility 1 Strength 2 Education 4
Pressure Bonus: 6
Pressure Level: 0

Skills: Charisma/Con 1; Education/Computers 2

Mechanically, Pressure is very simple and requires no more than a six-sided die or two per player. To have his SOS Division operative undertake a task, a player rolls a six-sided die and adds the values for the appropriate Attribute and skill, or just the Attribute if the SOS Division operative does not have the skill. The target Difficulty Number is typically seven, but may be adjusted down to six if easier, or up to eight if more difficult. If the task warrants it, rolling the target number exactly counts as a partial success rather than a complete success. In that case, the player needs to roll over the target difficulty.

In the long term, the combined value of an Attribute plus Skill cannot exceed six. If all the skills of an SOS Operative reach their maximum, he is considered to have achieved Elite Team status. One element of game play preventing this that Experience Points can be be spent immediately, during play, to modify rolls. This can be rolls made by the player and rolls made by the Game Monitor—as the Game Master is known in Pressure—so that a player can improve his SOS Division operative’s chance of success at succeeding in an action or chance of failure when an NPC acts against him. This can be before or after the roll. Experience Points spent in this way are permanently lost.

As well as adding skills to the setting of Those Dark Places, what Pressure also adds is a set of combat mechanics. Combatants can undertake two actions per round, initiative is handled via an Agility roll, mêlée is handled as opposed rolls, and ranged combat as standard tests, with the number to hit being seven, increased to eight if the target is in partial cover. Attacks can be dodged using the Dodge skill, but the defending combatant can only focus on this action and loses his next action. A partial success means that he will suffer only one point of damage, a complete success means he avoids all of it. Damage is rolled on a six-sided die, but each weapon or attack type has a Damage Cap. For example, a punch or kick inflicts one point of damage, but a Gauss Pistol inflicts three. Damage is still rolled for, with a roll higher than the Damage Cap indicating that the maximum amount of damage has been inflicted. In addition, each point of damage suffered serves as a penalty, raising the Difficulty Number for all tasks. Combat is brutal, but SOS Division operatives are given BallCom Mk II body armour as protection. On a roll of five or six, this will protect the wearer against direct kinetic attacks, but not explosive or energy damage.

However, Pressure does get more complex when dealing with stress and difficult situations, or Pressure. An SOS Division operative has a Pressure Bonus, equal to his Strength and Education, and a Pressure Level, which runs from one to six. A Pressure Roll is made when an SOS Division operative is under duress or stress, and all a player has to do is roll a six-sided die and add his operative’s Pressure Bonus to beat a difficulty number of ten. Succeed and the SOS Division operative withstands the stress of the situation, but fail and his Pressure Level rises by one level. However, when an SOS Division operative’s Pressure Level rises to two, and each time it rises another level due to a failed Pressure Roll, the SOS Division operative’s player rolls a six-sided die and the result is under the current value of his Pressure Level, the SOS Division operative suffers an Episode. This requires a roll on the Episode table, the results ranging from ‘Jitters’ and losing points from a SOS Division operative’s Attributes, up through Exhausted, Rigid, Catatonia, and ‘Insane Fear’. Whenever an SOS Division operative’s player needs to make a roll on the Episode Table, the maximum result possible is limited by the SOS Division operative’s Pressure Level. So at Pressure Level 3, an SOS Division operative can only be In Shock and suffer points lost from either his Agility or Strength, but not anything worse.

One issue with Pressure Level and Episodes is that a Crew Member cannot immediately recover from either. It takes time in LongSleep or back on Earth to even begin to recover… Worse, once an SOS Division operative suffers an Episode, its effects linger, and he can suffer from it again and again until he manages to control his personal demons.

And that is almost the extent of the rules to Pressure. There is a list of equipment and of typical salaries for a range of roles, a range of NPCs, and there are rules for vehicles and vehicle combat, spaceships and space combat. Spaceships are working spaces, with only a fifth of their displacement dedicated to crew and cargo space, the rest being ship’s system. In keeping with brutality of personal combat in Pressure, the rules for spaceship combat are equally as brutal, but on a bigger scale and a greater chance of death or damage from explosions, fire, electricity, and decompression.

If Pressure expands the rules from those in Those Dark Places, it also does something of greater significance—it greatly expands the setting shared by both roleplaying games. This is delivered as part of the Officer’s Briefing that Pressure is written as, but what both this Officer’s Briefing and Pressure do is present information that the average person on Earth does not have access to. Already, SOS Division operatives are being treated as different and as being part of elite, privy to information that they cannot share. This includes what the SOS Division operatives might encounter ‘Out in the Darkness’ of the furthers reaches of space, such as dangerous terrorists and cults, rogue A.I.s, malfunctioning SAMs and bio-pets, ‘ghosts spirits’, and so on, but again, notably not aliens, bug-eyed or otherwise. In terms of the setting, Pressure provides a complete future history with a timeline from the early twenty-second century to the mid twenty-fourth century, descriptions of the four dominant corporations and other organisations (including criminal and terrorist), and information about the state of Earth, installations and stations in orbit and throughout the Solar System. It touches upon what might be found beyond in ‘Explored Space’, but leaves much of this to be developed by the Game Monitor herself.

Rounding out Pressure is a short mission, ‘The Foster Report’, intended to be played as part of the SOS Division operatives’ training in the ‘Edu-Net’. The squad responds to a distress call from research facility run by Foster Private Endeavours, reporting that it has suffered a containment failure. It is a quick and dirty affair, with advice for the Game Monitor for handling various aspects of the rules, and should offer a single session’s worth of play.

Physically, Pressure is cleanly and tidily laid out. Although it is an attractive looking book, Pressure does have an issue in being delivered as an officer’s briefing because it does not make all of the content easy to use. So for example, the rules for SOS Division operative creation is spread out over several sections where the relevant rules are explained and there is no one cheat sheet guide to operative creation. Similarly, the rules for using Experience Points to adjust rolls are listed under the general rules for Experience Points, but not mentioned in the explanation of the core rules, and the rules for using cybernetics are squirrelled away in the description of Earth and its environs. That said, Pressure, being delivered as an officer’s briefing, is written in an engaging, conversational style.

What Pressure does is take the background and setting of Those Dark Places and expand from a tightly-focused genre emulation into a full Science Fiction roleplaying game. Within the setting itself, it moves Those Dark Places from the survival horror genre to more actioned-orientated horror, where the Player Characters, or SOS Division operatives, have to investigate and confront the horror, rather than merely do their best and run away. It opens up the possibility of Pressure being run as a more general Science Fiction roleplaying game as well, and thus a wider range of plots and possible source material to adapt. Fundamentally no less brutal—even with the guns and the armour—Pressure: Industrial Science Fiction Roleplaying is not just Aliens to the Alien of Those Dark Places: Industrial Science Fiction Roleplaying, taking the action straight to the horror, but a fuller, more detailed roleplaying game whose expanded rules and setting open up a wider range of stories and adventures.

Sunday, 29 October 2023

Miskatonic Monday #235: The Tartarus Intercept

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author Alex Guillotte

Setting: Outer Solar System, 22nd Century
Product: One-shot
What You Get: Sixty-Eight page, 36.32 MB PDF
Elevator Pitch: A mining survey beyond the Kuiper Belt strikes danger and madness more than minerals and money
Plot Hook: A chance to strike it rich, outfly the opposition, and be the first land on new planet? Who would miss that?
Plot Support: Staging advice, six pre-generated Investigators, seven handouts, two maps, two sets of deckplans, two NPCs, and three Mythos monsters.
Production Values: Excellent

P
ros
# Solid Science Fiction Horror scenario
# Madness can come from the environment and the Mythos
# Scope for Investigator versus Investigator action
# Appendix on Hard Science Fiction includes new rules, skills, and equipment
# Not set in the Aliens franchise
# Good mix of the weird and the creepy
# Decent artwork
# Melanoheliobia
# Entomophobia
# Micophobia
# Chronophobia

Cons
# Not set in the Aliens franchise
# Plot not quite a cliché, but it feels familiar

Conclusion
# Professionally executed Science Fiction horror scenario
# A familiar, but well done and nicely supported plot, putting similar Science Fiction horror scenarios for Call of Cthulhu to shame

Saturday, 17 June 2023

A Hostile Setting

The year is 2225. For the last seventy-five years, hyperdrive starships have enabled mankind to colonise, settle, explore, and most importantly, exploit the more than three hundred planets in the interstellar space surrounding the Earth. Three arms of exploration and settlement have been developed—American, German, and Japanese. The majority of settled worlds lie within a four to six Parsec radius of Earth, but there are worked, settled, and visited worlds out to a radius of forty Parsecs. It turned out that none of them are true garden worlds. Many of them are tidally locked worlds and all have environmental conditions which make survival difficult if not outright challenging or dangerous. None have been found to be home to intelligent alien species, although many are home to indigenous species deadly, or at least a danger, to man. Even the Earth is no longer safe having suffered partial environmental collapse. Billions reside on the planet, but many make the long journey in hypersleep to make a new life on another world or to work contracts on resource worlds, for in the main, deep space is a place to work. Metals and rare earths, but above all petrochemicals for the plastics industry, remain in great demand.

The need for these resources has led to the rise of several South Korean chaebol and Japanese keiretsu-like corporations whose reach extends to the far edge of explored space, greater than that of any nation. Mining and aerospace company Reiner-Gama dominates and has its operations confined to the Solar System, but others include the engineering-based Leyland-Okuda; the British-based Erebus, built up from oil extraction in the Antarctic; Russian conglomerate Voroncovo, which provides data brokerage and security services alongside heavy engineering; Hong Kong-based manufacturer, Wu-Ketai; the Tokyo-based Matsuyama which specialises in colony construction and support; and the Tharsis Corporation, a mining company which originated on Mars and is led by Compton de Vaille, who at 223, is the longest lived human in history. The activities of these and lesser corporations are regulated by the United Corporate Combine, but peace, law enforcement, and labour relations across human space are still regulated by the political blocs and organisations of Earth. In the American Arm, the Federal Colonial Marshal Service stations officers on every colony, the Union of American Space Labor supports the safety and well-being of the workers everywhere, and the United States Marines provides military protection and peacekeeping. This includes the Tau Ceti 4 colony, originally divided between China and the United States of America, where the collapse of the newly democratic China in 2166 led to the foundation five new states all of whom claimed control of the former Chinese colony, civil unrest on the colony, and then insurgency and counter-insurgency as the United States Marines stepped in as a peacekeeping force, welcomed and rejected at the same time.

This is the setting for Hostile, a gritty, near future roleplaying setting inspired by the Blue-Collar Science Fiction of the seventies and eights, including the films, Alien, Outland, and Aliens. It is a future in which space exploration and colonisation is difficult, harsh, and dangerous, but in which there are asteroid systems and worlds to be exploited and great profits to be made. Conflict is not unknown—between colonies, between colonies and corporations, between corporations, and when that gets too much the Interstellar Commerce Organisation steps in or peacekeepers such as the United States Marine Corps are sent in, but in the main, space is a working environment. One with numerous hazards—the vacuum of space, radiation, adversely high and low temperatures, poisonous planetary atmospheres, potential insanity from being exposed to hyperspace, and strange alien creatures which see you as intruder, food, or incubation for its brood—which humanity must cope with in addition to the stresses of space travel and working away from Earth.

Hostile Setting is published by Zozer Games. It is the companion volume and setting guide for the publisher’s Hostile Rules, derived from Samardan Press’ Cepheus Engine System Reference Document, the Classic Era Science Fiction 2D6-Based Open Gaming System based on Traveller. The Hostile Setting can be run using the Hostile Rules or the Cepheus rules, but is primarily designed as the setting guide for the former. Instead of offering the chance to begin again in a golden age of opportunity and adventure, the 
Hostile Setting instead explores a new age of work, industrialisation, danger, retrofuturism, and cynicism. The supplement provides a complete that includes a future history that runs into the twenty-third century, details of major government, corporate, and criminal players along the American Arm, data for some one-hundred-and-fifty world worlds and detailed descriptions of over twenty, rules for character creation, equipment, arms, and armour, a space bestiary, rules for handling and working the hazardous environments of the future—including zero-g, radiation, and mining, starship construction and current designs, a write-up of the USCS Hercules—a newly released commercial towing vessel, including deckplans, over thirty detailed scenario hooks, and nods aplenty to the subgenres it is inspired by.

There is some crossover between 
Hostile Setting and Hostile Rules. This is primarily mechanically in terms of the Career options—including Corporate Agent, Corporate Executive, Colonist, Commercial Spacer, Marine, Marshal, Military Spacer, Physician, Ranger, Roughneck, Scientist, Survey Scout, and Technician. The Android Career is included also, but primarily for NPCs. The possibility of an Android as a Player Character is discussed and it is strongly—in fact, very strongly—advised that should a Player Character Android be included in a campaign, it should not be able to break its programming. Only six general options are suggested for androids—spacer, survey, scout, physician, scientist and technician. Elsewhere, Hostile Setting and Hostile Rules complement each other. Hostile Setting provides not just the setting that Hostile Rules lacks, but also details of specific arms and armour, equipment, and starships, as well as the rules for creating the latter. The rules for spaceship construction does feel slightly superfluous given the number of vessels detailed as part of the setting, but doubtless, there will be some Game Masters and readers who enjoy tinkering with them and designing their own starships.

In terms of what type of campaigns can be run in the 
Hostile Setting background, several options are discussed. These include working as troubleshooters, working as a crew of an interstellar transport, members of the United States Marine Corps or Federal Colonial Marshal Service, or explorers out on the frontier. The peacekeeping mission of Tau Ceti 4 lends itself to a low intensity military campaign and Hostile Setting focuses on this colony more than any other in the book with some colourful fiction for the situation there. A Hostile Setting campaign need not even leave a colony or mining station though, the Game Master could easily develop a colony which could support any number of situations involving exploration, survival, criminal activities, technical difficulties, labour relations, and more. For the Game Master wanting a nod to the primary inspiration for Hostile Setting, the film, Alien, there is guidance for creating and handling horror in the setting and a discussion of the types of exomorph—or alien horror—that the Player Characters might encounter in the far, dark reaches of space. Whilst several examples are included, the Game Master is advised to introduce these with care. A number of hyperspace anomalies are also discussed as potential sources of fear. Whatever the type of campaign chosen, there is some solid advice on how to describe the setting, including excellent lists of elements which can help enforce the look and feel of the environment.

Physically, 
Hostile Setting is serviceably done. The artwork is decent, capturing very much the grim and gritty feel of space being a working environment. One noticeable design feature is the text size, which although sans serif, is large.

The contents of 
Hostile Setting will feel familiar to anyone who played or read either Traveller or Cepheus, but very much filtered through not one, but three different Science Fiction subgenres—Blue Collar Science Fiction, Horror Science Fiction, and Military Science Fiction—and combined into one heavily implied setting with obvious inspirations. Hostile Setting can use either of those rules, but best works with Hostile Rules, since they complement each other. Further, the Hostile Setting showcases a setting not just where a Xenomorph—or in this case, an Exomorph—could be encountered somewhere far out from the safety of the Earth, but a Science Fiction setting rife with other dangers and other story possibilities. In fact, to come to the Hostile Setting expecting to focus mainly on encounters with dangerous alien lifeforms would lead to disappointment and to solely focus on that in play, would be to ignore those other, in many ways, more interesting story possibilities.

For the Game Master who wants a near future, grim and gritty Science Fiction setting which focuses upon Blue Collar protagonists rather than heroes, the 
Hostile Setting is a very good choice. The Hostile Setting takes its Blue-Collar Science Fiction inspirations and provides a well-realised background with support and scenario suggestions aplenty.