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Showing posts with label Faith: the Sci-Fi RPG. Show all posts
Showing posts with label Faith: the Sci-Fi RPG. Show all posts

Saturday, 24 November 2018

FAITH unfulfilled

Tiantang is the first supplement to be released for FAITH: The Sci-Fi RPG. The Spanish Science Fiction Roleplaying Game from Burning Games presented an intriguing far future setting in which Humanity plays a relatively minor role and which mixes themes of rampant capitalism and individualism, the greater good of the community, strength and honour, and faith in gods, which when strong enough in their believers can grant them gifts strong enough to change the universe as Soulbenders. Beyond the core book and the FAITH: A Garden in Hell - RPG Starter Set, the roleplaying is not particularly well supported, which is why is the Tiantang sourcebook is such a welcome addition to the line.

At the core of the setting is Tiantang, the near-Dyson Sphere which is home to the Corvo, the technological, capitalist, and expansionist insectoid-like species. It is a huge Dyson Ring—one that is slowly expanding into a full Dyson Sphere—that is home to billions and billions of Corvo, the bulk of them of living in vast agglomerations of Zero-G habitats which have accreted from the debris of old spaceships, space stations, and more as well as the corporate purpose-built modules. Most of the inhabitants of these slums derive their income from ‘skulling’, the practise of plugging in and selling their time and brain as computing capacity for Corvosphere’s three mega-corporations and their many subsidiaries. Whilst all Corvo are used to living or spending time in zero gravity, the middle classes can afford to live on giant multi-level stations called ‘gyro-zhans’, which spin fast enough to generate artificial gravity. Whilst all gyro-zhans have some accommodation for those who work there, many are all but wholly devoted to particular aspects of Corvo life and Corvosphere corporate culture. Thus there are whole gyro-zhans dedicated to handling the Corvosphere’s stock exchange, corporate headquarters and offices, manufacturing, algae farms, research and development, tourism and entertainment, and so on. Then there are the rich. Some have villas in the most well-to-do gyro-zhans, but the richest own palace-ships from which they conduct their day-to-day lives, some never leaving and some running the huge mega-corporations which dominate Corvo life.

Tiantang is broken down into Ten Sectors, including Shiyan, the academic and scientific research sector; Xiao, a Zer0-G slum dominated by Mob activity, and Taiyang, a trade and entertainment centre which attracts most of the tourists coming to Tiantang. Each of Corvosphere’s three mega-corporations—The Union Megacorp, Wang Megacorp, and Nation’s Solution Megacorp—has its own sector headquarters, and there is also an eleventh sector, Tiantang CS, a neutral ground for all of the mega-corporations and corporations in the Dyson Sphere, which is not counted as part of the Ten Sectors. As with the rest of Corvospace, there is no central government or polity on Tiantang, each sector typically being governed by either corporate or criminal interests. Although there is plenty of travel within most sectors, travel between sectors is prohibitively expensive to prevent the mass movement of labour forces. Although there are forms of mass transit found in many of the sectors, most travel within each sector and between sectors is achieved via spaceships—commuter spaceships each ferry thousands of workers each day—and Tiantang has a very high volume of spaceship traffic in transit at any one time. This includes to and from the Mehdi Gate, the wormhole access to The Labyrinth, which in turn provides interstellar travel to the rest of the Corvosphere and beyond. Traffic in and out of the Mehdi Gate is heavily policed and organised to prevent it becoming clogged—though accidents do happen.

Each of the individual sectors, plus Tiantang CS, is given a full write-up, highlighting important NPCs, districts—each sector further consists of hundreds of districts, particular locations and organisations. So for example, Gu is Tiantang’s largest slum, the first stop for immigrants, squatters, and the desperate. Essentially a massive hive-like cluster of habitats and repurposed industrial detritus, it is all but ignored by the corporations who little or no influence here and if there is any sector management or authority, it lies in hands of Gentleman Dao, a captain of the Hwang Tong, who wants to purge the sector of all other criminal activity. Unlike other sectors there are no districts, but there are still persons and places of note. These include Little Heimis, an ex-ice fortress that is home to Tiantang’s Raag community—whom the corporations employ as mercenaries and the gangs and the Tongs avoid; the Egui Building, supposedly haunted, but definitely home to unexplained weirdness; and the Death Dancers, a reformed gang that now carries out acts of terrorism against the corporations. Stats are given for a typical Death Dancer, and adventures seeds suggest the player characters could become involved in gang warfare, earn bounties looking for policemen missing in Gu, get involved in a Romeo and Juliet set-up within the Hwang Tong, and even signing on to help establish corporate law in the sector. Tiangtang does this again and again for each sector, so that as a supplement it presents adventure hooks and ideas aplenty, many of which would lead to interesting encounters and situations.

Rounding out Tiantang is the adventure, ‘Secret of the Yinshen Shi’. This is a murder mystery, set in the Nongchang sector, a residential and cultural hotspot sector which is on the up as the various mega-corporations attempt to gentrify it. The adventure is decent enough and has a Film Noir quality to it, but does not feel very strongly tied to the sector it is set in.

To work with both the adventure and the supplement in general, stats are provided for some nine generic NPCs, such as High Class Corvo, Mob Boss, and Human Merc, plus some new equipment. This is in addition to stats provided for the various NPCs detailed in the sector chapters. One nice touch is that there is an index of these at the back of the book.

The final page of Tiantang provides some new rules for gaming in the mammoth Dyson Sphere, covering the ease of obtaining goods and listing the prices for services such as ambulance, remote first aid, military aid, remote hacking, and so on. There is even a cabaret crew to hire which will provide an impromptu street performance as a distraction from whatever mission the player characters are undertaking. Barring the last service, these very much have the feel of earlier Cyberpunk roleplaying games such as R. Talsorian Games, Inc.’s Cyberpunk 2.0.2.0. and Shadowrun from Catalyst Game Labs.

Physically, Tiantang is a lovely, if slim hardback. Like all releases for FAITH: The Sci-Fi RPG, the artwork is superb, something that all fans of good Science Fiction art will appreciate. The book also includes a mini-poster which shows cross sections of a gyro-zhan and a space slum, which are fantastic in beginning to show some of the detail of Tiantang. On the other hand, as good as the presentation is, the writing suffers from a lack of editing and reads rather oddly in places. There is also a lack of a general index and a glossary. Several new terms are mentioned and a point of reference for them would have been useful.

Unfortunately, Tiantang is ultimately hampered by size—the size of Tiantang the Dyson Sphere versus the size of Tiantang the supplement. At just over one hundred pages, there is just not the room in the book to really present a Dyson Sphere in any detail and this lack of detail shows. There is flavour and there are hooks, but Tiantang is never more than a very broad overview of the biggest artificial structure in the Corvosphere. There is no sense of what the inhabitants’ day-to-day lives are like, how they get around, what they do, what they buy, what they watch, and so on, so it feels just a bit too impersonal. There is some colour fiction in the opening pages of the book, but that is really the only time where you get an individual view. More of that would have helped Tiantang come to life.The same can be said of the mega-corporations, which operate from sector to sector, district to district, but will probably be easier for the Game Master to provide that information herself rather than what individual life is like.

Ultimately, given the size of what Tiangtang is setting out to describe as a supplement, it is never going to be more than underwhelming. Some of the content in its pages is both good and gameable, and any FAITH: The Sci-Fi RPG Game master is going to want this supplement, but to really bring it to life, she is going to have to provide some of the nuts and bolts herself.

Monday, 10 April 2017

Faith's First Steps

Published by Burning Games in 2016, Faith: The Sci-Fi RPG is a Spanish Science Fiction Roleplaying Game that suffered from a number of issues which hampered play. Primarily these consisted of a lack of a scenario to play and a lack of background and objectives for the player characters, but the RPG also came without effective examples of how the rules worked or a fuller example of play. Despite these issues, Faith: The Sci-Fi RPG was not without its merits. The setting was intriguing, depicting a future in which some time after the collapse of human society, an alien insectoid species known as the Corvo appear, annex the Earth, and begin using humans as mercenaries in the ongoing cold war between the Corvo and their traditional enemy, aquatic mammals known as the Iz’kal. This lasted for nearly three centuries, but in the last three decades this war has been put on hold as the Corvo, the Iz’kal, and other species have been attacked by the Ravagers, a hive-race intent on harvesting any genetic material it can. The Corvo and the Iz’kal have formed a Coalition to defeat this threat, with Humans serving alongside both them and other species.

The setting of Faith: The Sci-Fi RPG is fairly hi-tech. Both biological and technological upgrades and implants are available and many devices can be accessed and even hacked using a Cortex Connector. The stars are reached not by Faster Than Light starships, but by accessing a network of wormholes called the Labyrinth, whose extent remains unknown. Beyond this though—and this is where Faith: The Sci-Fi RPG is unique—faith and a belief in the gods play a fundamental role in everyday life and beyond. Five are described. Ergon favours selflessness and happiness, Kavliva values strength and ambition, Vexal favours freedom and respect for individuality, Hexia values the pursuit of knowledge for the common good, and Ledger favours individualism above and the chaos it can reap. Of the five only Ledger does not have cults organised around his worship, although such cults are more organisations through which their members can demonstrate their faith rather bodies sanctioned by the gods. Anyone who embodies the commandments of one of these gods may be granted gifts or Divine Upgrades and become a Soulbender, able to warp reality.

Further, the mechanics in Faith: The Sci-Fi RPG favour player choice rather than randomness. They are card driven, each player drawing from their own decks, whilst the GM has his own. Although each player only holds a limited number of cards for each scene, they enable a player to better control his character’s luck rather than relying on the randomness of dice. Lastly, Faith: The Sci-Fi RPG is fantastically well illustrated with numerous, fully painted pieces of artwork that capture and depict the feel and grandeur of the setting far more than the writing does.

Now Burning Games has followed up Faith: The Sci-Fi RPG with FAITH: A Garden in Hell - RPG Starter Set. Funded via Kickstarter, FAITH: A Garden in Hell - RPG Starter Set is designed for two to five players, including the Game Master, which comes in a box that contains an eighty-page Campaign Book, a thirty-eight-page Rulebook, four player character folios, a GM tracking sheet, a deck of fifty-four of Gear & NPC Cards, a player deck, and four Boss Cards. Notably, the campaign, ‘A Garden in Hell’ is designed to be played straight out of the box, including as it does a scene that sets the campaign up and runs both players and Game Master through the mechanics.

Opening the box that contains FAITH: A Garden in Hell - RPG Starter Set and the first thing that you come to is the GM’s Outline. This four-page folio is the starting point for the boxed set, but it is primarily used to track the player characters’ progress through the campaign. It enables the GM to mark off chapters and various effects that will may affect later chapters as the campaign proceeds. Below this are the four player character folios, each four pages in length and complete with a background, technological and divine upgrades—currently possessed and available to take as the campaign proceeds, and of course, the character sheet. These folios are presented in a clear and open fashion, and are easy to read and use, especially the explanations of how various upgrades work. One notable feature is that each character’s skill and attribute ratings are marked not in black, but grey so that they can be easily amended as they play through the campaign and gain experience. These are accompanied by full colour card decks that detail the campaign’s NPCs and equipment, whilst the major NPCs are described and given stats on larger cards, essentially, ‘boss cards’.

The four player characters include two male and two female characters. They consist of a Corvo tech-engineer with a cybernetic arm, a Raag med-tech and xenologist, an Iz’kal covert ops specialist, and a Human military explorer. Interestingly, it is the Human character—Humans being primarily employed as mercenaries in this future—who is in charge rather than one of the major races of the Coalition. On the other hand, one race not represented in the ‘A Garden in Hell’ campaign are the Ravagers, who are available as a player character race in the Faith: The Sci-Fi RPG. Now there are reasons for this as the campaign does deal with secrets about the Ravager, but perhaps having a Ravager player character on the team would have been actually more interesting and more poignant once those secrets are revealed? Were a Game Master to want make adjustments to the campaign, this might be one that would add to ‘A Garden in Hell’.

The first of the two books in the box is the Rulebook. This is v1.5 of the Rulebook, which is available to download here. The Rulebook does include quick rules for creating player characters, so that a player could create his own to play through the campaign, though the four pre-generated player characters are designed with the campaign in mind. This version of the Rulebook benefits from more examples, but there is no example full play and the writing is perhaps a bit curt in places.

The ‘A Garden in Hell’ campaign casts the player characters as members of Team Inferi, a recon unit in the Coalition’s Planetary Expedition Corps. The Coalition has just launched a major operation against a Ravager strikeforce, but as the campaign begins, it is not going according to plan and Team Inferi finds itself alone, having crash-landed on System NT-44 after being attacked by Ravager forces. Team Inferi must survive this biologically rich and fecund world, recover what supplies they can and gather other survivors before going on to discover the secrets that the world hides. The structure of the campaign—which will find the player characters undertaking a wide array of mission types, including diplomatic, exploratory, patrol, recon, and rescue missions, and more—is somewhat linear in structure. There are points where the campaign opens up to allow the players to choose the missions that their characters can undertake and who they report to, allowing them to explore and experience more of the world and discover its secrets. Spread out over twenty-one chapters across four acts, the bulk of the encounters do involve combat, primarily against Ravager forces, but the planet is itself equally as dangerous, whether it is from native species or the environment itself, such as the acidic seas.

The ‘A Garden in Hell’ campaign does involve quite a lot of purple prose to read out, but notably, the first scene is specifically designed to walk the Game Master and his players through the rules and how they work. Essentially this can be done as soon as the Game Opens the box and examines everything, but to be fair, he would benefit from reading through the Rulebook first before running the campaign.

Unfortunately, FAITH: A Garden in Hell - RPG Starter Set is not without its issues. The most obvious one is an insufficient number of Player Decks. Now the new edition of the Rulebook that comes with this Starter Set does include new rules for multiple players to play using just the one Player Deck, but if they want a better showcase for the rules, a playing group can easily substitute Poker decks though or use those found in the Faith: The Sci-Fi RPG. The other is the writing itself. Although clear in meaning, it is often unnaturally phrased in places, for example, the use of ‘Unconfronted’ instead of ‘Uncontested’. Ideally, it needed localising before seeing print.

Physically, the components in FAITH: A Garden in Hell - RPG Starter Set are all in full colour and of good quality. Of course, the artwork in both the books and on the cards is fantastic and fantastical. In particular, the artwork created for the campaign—including the cartography—is particularly good and much of it can be used as illustrations to show the players as they play through the campaign.

Faith: The Sci-Fi RPG was a difficult game to approach because it did not give the Game Master and his players the means to apply it. FAITH: A Garden in Hell - RPG Starter Set does this and more. It provides the means to apply the rules and get a feel for what for the RPG is like, doing so through better presented rules and a playthrough example. Above all, FAITH: A Garden in Hell - RPG Starter Set provides a solidly written, well presented campaign that offers multiple sessions of good play and a taste of the Faith: The Sci-Fi RPG universe.

—oOo—

Currently, funds are being raised on Kickstarter for FAITH: The Sci-Fi RPG Core Book, which includes the complete rules and background.