This week I had some time at lunch during a training to write out ideas for the worlds in my Psi-Marine campaign. I wrote 5 pages of ideas, 1 page for each of the the major factions, and 1 page outlining the data that I want to cover for each faction entry. Keeping things to one page really helped me to concentrate my ideas into the most important information. It also helped me to contain my creativity. For example, I written that there are 22 systems in the United Colonies. I've only written about the 9 most important. I don't have any idea of what the additional 13 colonies are like but I now have an idea of the range of culture within the colonies, I have solid ground to stand on for future improvisation, and finally, I have given wiggle room for my players to add a colony/colonies to be the homes for their characters if they would like to participate in the world building.
The funny thing to me is that when I typed out my one page of notes for the United Colonies, it ended up being 5 pages! I was getting a little worried about overloading my players until I realized a couple of things. First, this world building is primarily for my benefit. The first section in the campaign guide is titled, "Campaign Background: The minimum reading to not frustrate the GM" and that is only 3.25 pages long. Second, I know that the United Colonies entry is going to be the longest and each successive entry will be shorter. The United Colonies are the home for the PCs so this makes a lot of sense to me.
Here is an outline of what I included in this entry.
Basic Information: This paragraph includes a bit of history and ties the United Colonies into the arc of human history as described in the aforementioned "Campaign Background" section.
Culture
Economy
Psions: This section describes the history of the United Colonies in relation to Psions, which in this campaign are fairly new in human history.
Resources: This includes those vital things for space exploration, water, food, energy, human knowledge, etc. I rated each resource according to Fudge's 7 basic attributes, made a brief one sentence note as necessary on 2 of the resources.
Important Colonies: Each Colony has a 1-2 paragraph entry describing, physical composition, cultural differences, major resources (how it contributes to the United Colonies resources already listed), and human knowledge that it specializes in. If there was anything important about that colony in relation to Psions, I also listed that in a sentence or two.
For those of you who are also writing sci-fi campaigns I found the following resource very helpful but didn't bind myself to accurately reproducing the information here:
http://en.wikipedia.org/wiki/Space_colonization
I aimed for a variety of colonization methods. I have cloud planets like Venus, rocky planets like Earth and Mars, moons circling Gas giants, sulfuric acid atmospheres, and one water planet. I have one asteroid colony in another faction too. I mean hey, what's a sci-fi world if you aren't mixing things up a bit.
This is what I used to build my GURPS fantasy campaign, I think you can use the same system to build a fantasy world as well. Countries are the fantasy equivalent of the major factions (i.e., United Colonies would be the home country of the PCs). Regions are the fantasy equivalent of a star system. Cities are the fantasy equivalent of the colonies that I've described here.
Showing posts with label space colonization. Show all posts
Showing posts with label space colonization. Show all posts
Monday, December 8, 2008
Friday, November 28, 2008
Details get sharper & universe development
After Thanksgiving Dinner with one of my players we reviewed some of the rules and the equipment lists as they are taking shape. I got some pretty good feedback. We seem to really be working out how to collaborate. He is helping a lot with the simplification of the rules and with helping he when I get too myopic about things that I've written.
Here are a few of the more recent changes:
So then I decide on the number of groups. In each of my campaigns, I try to keep to keep the number of groups in the range of 5-9. Here I'm following the rule that typically people can only remember 7 things +/- 2 things. In my GURPS campaign, I created 6 empires and 6 groups within the home city of the PCs empire. In this campaign, I'm using the same rule. I've worked out 6 groups on the PC's home ship and 6 groups in the home quadrant of space. Here is the matrix for the home quadrant of space.
There's more nuance in my mind about these realtionships than gets relfected in the 2D matrix. For example, the relationship between the Religious Separatists and the Main Alien race is listed as Poor. In my mind that is because the Religious Separatists are preaching a doctrine of human supremacy and isolation at best, and advocating an extinction campaign against the Alien race at worst. On the other hand, the Alien race has superior technology and is ignoring the Religious separatists.
I added the final row to show how each group feels about Psions since my PCs are psions. The religious groups are persecuting and exterminating the Psions (Terrible relations), the Alien race is almost entriely psionic so their realtionship with human psions is Great. The relationship between the Free Colonies and Psion groups is very individual based on the colony and its rules/perspectives on psions.
As I plan out the groups the matrix helps me to affix ideas that I've already come up with on specific groups. For example, I knew that I wanted some tensions between different human groups trying to become the main unifying force for all humanity but before doing the matrix, I hadn't figured out which groups that was. The United Colonies, the Merchants, and the Free Colonies are all listed as having internal health of Good so it was easy to imagine that these are the 3 groups that are trying to unify humanity. Niether one strong enough to impose its own ruling principles on the other groups.
Now that I've completed my matrices for the group relationships I'm going to write up more detail with a lot of information in the Unified Colonies entry so that PCs can select which colony in that alliance they are from. I'm also considering telling the PCs that they may create an additional colony that fits their own desires as long as the history of that colony brings it into the Unified Colonies in the end.
Here are a few of the more recent changes:
- Added an electropathy psion skill. How to write and develop the skill came to me all at once and I enjoyed it enough that I decided to add it even though I thought I was done creating the psionic skills when I wrote my last entry.
- I've decided to increase the starting limit for how many points characters have per day in their psionic pool.
- I'm reducing the reload times for the weapons. I had borrowed some of the stats from Fudge list of modern weapons from the and gave them sci-fi names (trying to keep the game less deadly) but the reload times are much higher for modern weapons than sci-fi weapons so I'm fixing that oversight.
- I'm also going to modify the psionic combat details to allow the same skill to have two expressions; attack and defense. I had originally written it that someone attacking might be damaged by the opponent's retribution. My player thought that was a bit harsh and I agreed with him in the end.
So then I decide on the number of groups. In each of my campaigns, I try to keep to keep the number of groups in the range of 5-9. Here I'm following the rule that typically people can only remember 7 things +/- 2 things. In my GURPS campaign, I created 6 empires and 6 groups within the home city of the PCs empire. In this campaign, I'm using the same rule. I've worked out 6 groups on the PC's home ship and 6 groups in the home quadrant of space. Here is the matrix for the home quadrant of space.
There's more nuance in my mind about these realtionships than gets relfected in the 2D matrix. For example, the relationship between the Religious Separatists and the Main Alien race is listed as Poor. In my mind that is because the Religious Separatists are preaching a doctrine of human supremacy and isolation at best, and advocating an extinction campaign against the Alien race at worst. On the other hand, the Alien race has superior technology and is ignoring the Religious separatists.I added the final row to show how each group feels about Psions since my PCs are psions. The religious groups are persecuting and exterminating the Psions (Terrible relations), the Alien race is almost entriely psionic so their realtionship with human psions is Great. The relationship between the Free Colonies and Psion groups is very individual based on the colony and its rules/perspectives on psions.
As I plan out the groups the matrix helps me to affix ideas that I've already come up with on specific groups. For example, I knew that I wanted some tensions between different human groups trying to become the main unifying force for all humanity but before doing the matrix, I hadn't figured out which groups that was. The United Colonies, the Merchants, and the Free Colonies are all listed as having internal health of Good so it was easy to imagine that these are the 3 groups that are trying to unify humanity. Niether one strong enough to impose its own ruling principles on the other groups.
Now that I've completed my matrices for the group relationships I'm going to write up more detail with a lot of information in the Unified Colonies entry so that PCs can select which colony in that alliance they are from. I'm also considering telling the PCs that they may create an additional colony that fits their own desires as long as the history of that colony brings it into the Unified Colonies in the end.
Sunday, November 23, 2008
Psionic powers & equipment lists begin taking shape
I've decided on 5 schools of psionic action; telekinesis, ESP, telepathy, mind control, and psionic combat. Right now it looks like I'm going to have 4 players, so that allows each one to specialize in a school (and each to take some skill in the psionic combat skill) and has the added benefit that I won't be doing more work to create and balance a school that won't be used. The 5th form, psionic combat, will have some tones of the B movie "Scanners" (which I think I saw when I was 9) but that combat will only work against other psionic creatures. You can't attack the psionic capacity of someone that isn't psionic. My rationale for this is that you can't cross swords if there's no sword.
I had considered two other schools of psionics; biofeedback and clairvoyance. I discarded the idea for a biofeedback school because I thought it would end up doing double duty as a combat skill (e.g., let me boost my dex before this fight") and I'm trying to keep psionics as the spice in a combat not the main course. I discarded the idea of clairvoyance pretty quickly for its capacity to ruin dramatic tension.
A final touch of flavor was added with the concept what I'm calling "The Red Button". When death for a psion seems inevitable, s/he can press the red button. This taps into a well of psionic energy and sends out an uncontrollable, unpredictable, but powerful and almost certainly life (and character) preserving wave of psionic energy that will affect friend and foe alike. It will take several days after utilization of this emergency action for the psion to recover their psionic powers. Rank and file NPC psions will not have this ability. Maybe one or two NPC psions will have single use of this ability. I thought this would be a fun way for a chracter to preserve their character in a game that is likely to be fairly deadly. I've got an XP system that will recharge "The red button" about once every 5-7 game sessions (we usually game for 10-14 hours). Which I'm hoping will make the use of this emergency button rare enough to make its use fun.
I've also begun working on the equipment lists which I'm trying to keep both interesting and small enough to be manageable. As a GM I don't deal well with increasing levels of crunch complexity. I found that as I added equipment, starting with armor, the system suddenly grew more complex. Here's an example, from the Fudge basic set, I selected Force armor, Composite armor, and Reactive armor. I've included the Force Armor (similar in my rendering of them to Holtzman shields from the Dune series) to preserve the possibility of hand-to-hand combat. The Composite and Reactive armors seemed reasonable given a higher tech level. In trying to make mechanical differences between these armors that will make it so that a player might actually choose one kind of armor over another, I found myself thinking along the lines of GURPS; cutting, piecing, crushing damage. To that I considered adding ammo damage which the force shields would be extremely resistant to. You can see how complexity spirals out of control so quickly.
Then I remembered how on the last session of my GURPS game I was still having to remind players about the difference between those types of damage and the appropriate multipliers to damage. I'm not interested in repeating that experience. So I thought I might make a more simple distinction between hand weapons and tech weapons. Or maybe just different damage scales for those two types of damage (though I don't want high tech weaponry to be too lethal either). Again, the goal is interesting depth to the equipment lists without adding complexity to the mechanic.
I also didn't want the force shield armor to make every combat degenerate into melee. So I added a disruptor weapon. With x hits (I'm thinking 3), this weapon will disable a force shield. However, they are extremely heavy and therefore not portable. I thought this would be a nice way of making the force shields vulnerable (especially when the PCs are attacking the enemy on the enemies turf) but without making them obsolete. The fun thing for me was that this swiftly shifted into an explanation for shielding on the ships. Ship shielding will be just a large force shield which can withstand X hits from enemy disruptor cannons after which more conventional warheads can be used. This may seem like an obvious mechanic to others but I've never run a sci-fi campaign and haven't watched Star Trek in ages so it felt novel to me for a second until Star Trek came to mind.
In the next few days I'm going to:
I had considered two other schools of psionics; biofeedback and clairvoyance. I discarded the idea for a biofeedback school because I thought it would end up doing double duty as a combat skill (e.g., let me boost my dex before this fight") and I'm trying to keep psionics as the spice in a combat not the main course. I discarded the idea of clairvoyance pretty quickly for its capacity to ruin dramatic tension.
A final touch of flavor was added with the concept what I'm calling "The Red Button". When death for a psion seems inevitable, s/he can press the red button. This taps into a well of psionic energy and sends out an uncontrollable, unpredictable, but powerful and almost certainly life (and character) preserving wave of psionic energy that will affect friend and foe alike. It will take several days after utilization of this emergency action for the psion to recover their psionic powers. Rank and file NPC psions will not have this ability. Maybe one or two NPC psions will have single use of this ability. I thought this would be a fun way for a chracter to preserve their character in a game that is likely to be fairly deadly. I've got an XP system that will recharge "The red button" about once every 5-7 game sessions (we usually game for 10-14 hours). Which I'm hoping will make the use of this emergency button rare enough to make its use fun.
I've also begun working on the equipment lists which I'm trying to keep both interesting and small enough to be manageable. As a GM I don't deal well with increasing levels of crunch complexity. I found that as I added equipment, starting with armor, the system suddenly grew more complex. Here's an example, from the Fudge basic set, I selected Force armor, Composite armor, and Reactive armor. I've included the Force Armor (similar in my rendering of them to Holtzman shields from the Dune series) to preserve the possibility of hand-to-hand combat. The Composite and Reactive armors seemed reasonable given a higher tech level. In trying to make mechanical differences between these armors that will make it so that a player might actually choose one kind of armor over another, I found myself thinking along the lines of GURPS; cutting, piecing, crushing damage. To that I considered adding ammo damage which the force shields would be extremely resistant to. You can see how complexity spirals out of control so quickly.
Then I remembered how on the last session of my GURPS game I was still having to remind players about the difference between those types of damage and the appropriate multipliers to damage. I'm not interested in repeating that experience. So I thought I might make a more simple distinction between hand weapons and tech weapons. Or maybe just different damage scales for those two types of damage (though I don't want high tech weaponry to be too lethal either). Again, the goal is interesting depth to the equipment lists without adding complexity to the mechanic.
I also didn't want the force shield armor to make every combat degenerate into melee. So I added a disruptor weapon. With x hits (I'm thinking 3), this weapon will disable a force shield. However, they are extremely heavy and therefore not portable. I thought this would be a nice way of making the force shields vulnerable (especially when the PCs are attacking the enemy on the enemies turf) but without making them obsolete. The fun thing for me was that this swiftly shifted into an explanation for shielding on the ships. Ship shielding will be just a large force shield which can withstand X hits from enemy disruptor cannons after which more conventional warheads can be used. This may seem like an obvious mechanic to others but I've never run a sci-fi campaign and haven't watched Star Trek in ages so it felt novel to me for a second until Star Trek came to mind.
In the next few days I'm going to:
- Fill out the details for the psion skill (what can be accomplished at each skill level from terrible-superb.
- Zero in on a mechanic for armor, damage, and weapons that will satisfy all my many criteria.
- Continue expanding the equipment lists to include more gadgets for the crunch monkeys.
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