Monday, April 29, 2013

FUTURE LIFE

I found this interesting article at io9.com about emerging scientific fields and wondered how they might be utilized in sf rpgs. I'm going to relate them, of course, to those rpgs I'm most familiar with, which in this case happen to be classic Traveller and (if you've been paying attention) Buck Rogers XXVc.

Already I'm thinking that a number of these will be relegated to "background science" since they're not the kinds of things that necessarily make for good adventure stories. On the other hand, never say never. Any of these could potentially make for a good adventure seed, I suppose, but that's the point of this article, innit? Gonna have a look at each one and see if we can find a gem or to inside.


Neuroparasitology- Reminds me of an episode, maybe the pilot, of an old UPN series called The Burning Zone about a team of scientists combatting unusual (i.e. made up) viruses. The story I recall had to do with some kind of parasitical virus that "possessed" people to further some sort of world-domination plot. There's definitely an rpg plot or two to squeeze out of neuroparastiology for just about any sci fi game, I would think. Off the top of my head, I can't think of any Traveller adventures that involved behavior modifying parasites, but I do know that XXVc did cover manufactured viruses in one supplement (Earth in the 25th Century,) so manufactured parasites are a no-brainer.

Quantum Biology- I got nuthin'. Quantum shmantum, might as well be magic.

Exo-Meteorology- This is the kind of science that science fiction sort of renders moot. At least the kind that involves colonized worlds. It's strongly implied that this work was already done many years prior, as it facilitated or helped facilitate colonization on other planetary bodies, including asteroids.

Nutrigenomics- Strictly background science, but interesting stuff, nonetheless.

Cliodynamics- Described in the io9 article as "Asimov's psychohistory come to life," this science has already been exploited in a number of arenas, including comics, tv, and rpgs where it is a tool of Traveller's race of master manipulators, the Hivers. In XXVc, psychohistory (I feel I can dispose with the unnecessary "cliodynamics" in favor of Asimov's already established term) could be utilized by the Venusians, but it seems a little involved for RAM's brute force approach to problem solving.

Synthetic Biology- Probably common in modern sci fi games, this doesn't seem like a good fit with any version of Traveller (except maybe for some Ancients-style monkey business.) This is already integral to the genetic engineering-heavy background of XXVc.

Recombinant Memetics- When I was boy, we called it "propaganda" and we liked it! Maybe my Old Fart-ness is showing, but this just seems like a fancy word for Psy-Ops. In any case, using the word "meme" in any serious context is cause for alarm.

Computational Social Science- Described as "the rigorous investigation of social phenomenon and trends over time." *yawn* See Cliodynamics, above.

Cognitive Economics- NEXT!

Organic Electronics- Okay, if I understand this correctly, it's a more refined form of biomechanics. I suppose in science fiction terms it would be a background science that allows for whatever level of bionics you want, right up to pseudo-biological cybernetics. This makes for nice technobabble and not much else, but it's nice to have some new technobabble to throw around, right?

Quantitative Biology- Another nice bit of t-babble that don't mean sweet fuck all in actual game terms.


(Tune in next time when I analyze how io9 isn't as quite cool as they want us to think they are)

The Dustbowl of My Mind

I haven't done much gaming in the past... oh, maybe 20 years or so. I've tried to either run a game or play in one without much luck in either. In particular, my meager, rusty GMing skills have been put to the test with less than stellar results. Case in point, my most recent venture into the world of Buck Rogers.

Long story short, one of my two players was of the type that likes to question the actions of his GM, going so far as to make a rather rude implication that I was out to fuck them over because I chose to keep my die rolls hidden. This happened to be an online game, but whether or not the game is in person, I choose to hide the die rolls. Standard operating procedure in my book.

Anyway, it just took the wind out of my sails and I just didn't want to GM after that. And this just after two sessions. And so, the river went dry, the crops withered away and the homesteaders left for... who knows what? My creative side just basically shut down after that and I haven't even wanted to run a game since then, much less continue writing adventures. Thanks, Kalvin, you asshole.

The other of my two players, the jocular Ettin of Hexen (aka Brandocles, he of Duster Bones fame) has begun an AD&D game starring me (and only me) which has helped get me back into the swing. That and the new Syfy series Defiance (it's a floor wax and a desert topping!) have started a trickle of creative sludge moving. In the case of Defiance, it has given me a much better visual conception of the Earth of XXVc, in addition to giving me some idea of how the different gennie types might co-exist.

So, if I can get through the minor physical issues I've been having of late and actually take a look at my game notes again, I might be able to get back to assailing the 4 or 5 suckers that wind up on my web log with more Buckness. If nothing else, I've been able to actually write something again (the above,) even though it doesn't amount to a hill o' shit.

I'm off, perchance to dream of bio-men and terrines and rocket everythings.


KAREEEEEEEEEEEEMMMMMM!

Wednesday, February 20, 2013

Show & Tell

Anyone out there in the OSR Grogosphere™ probably has at least some passing familiarity with the entity known as Thorkhammer, otherwise known as Robert "R.C." Pinnell. Who and what he is and what I think of him are demonstrated in the mock advertisement (based on a real ad for the drug thorazine) presented here. 



Here's to you, Thork. I hope you get everything you deserve. 

Monday, February 11, 2013

XXVc Notebook- Firefly, part 2

Here's the second half or the crew. I basically gave up on River when it occurred to me that she was not much more than a plot device. I'm sure that would have changed had there ever been a second season, but as she is in the show and movie... plot device. 
As with the part one, some skill are followed by a question mark. Those are ones that I debated were necessary to play the character. I don't think there's a need for a huge list of skill for characters. This is XXVc not GURPS.
 

Inara Serra
6th-level Rogue

STR: 8
INT: 14
DEX: 10
WIS: 15
CON: 12
CHA: 18
TECH: 9

AC           hp

Career Skills
Fast Talk/Convince
Notice
Hide in Shadows
Move Silently

General Skills
General Knowledge
Law?
Literature
Memorize
Act
Distract?
Etiquette
Speak/Read Chinese


Kaywinnet Lee "Kaylee" Frye
12th-level Engineer

STR: 9
INT: 15
DEX: 13
WIS: 12
CON: 14
CHA: 15
TECH: 18

AC           hp

Career Skills
Jury Rig
Notice
Repair Electrical
Repair Life Support
Repair Mechanical
Repair Nuclear Engine

General Skills
Bypass Security
Physics?
Programming?
Ship Lore


Dr. Simon Tam
8th-level Medic

STR: 11
INT: 18?
DEX: 12
WIS: 14
CON: 11
CHA: 12
TECH: 17

AC           hp

Career Skills
Diagnose
Treat Critical Wounds
Treat Light Wounds
Treat Serious Wounds

General Skills
Biology?
Chemisty?
LST
Treat Disease
Treat Poisoning
Treat Stun/Paralysis
Etiquette


River Tam
12th-level Warrior+Rogue+Rocketjock+Engineer+Medic+Scout/Assassin+Technician+Commando+Astronavigator

STR: 10
INT: 22
DEX: 18
WIS: 8
CON: 9
CHA: 8
TECH: 9

AC           hp

Career Skills
All of them

General Skills
All of them

Derrial Book
15th-level Rogue

STR: 15
INT: 16
DEX: 14
WIS: 18
CON: 15
CHA: 12
TECH: 10

AC           hp

Career Skills
Bypass Security
Fast Talk/Convince
Move Silently
Notice

General Skills
Unarmed Combat
Cryptography?
General Knowledge
Literature?
Library Search?
Act
Etiquette?
Intimidate


XXVc Notebook- Firefly, part 1

Okay, here are the crew of Serenity. It was taking me too long to finish these, so I'm just putting them up as is. Everyone's Armor Class would probably all be in the 9-7 range, I figure, since they always just wore regular clothes. Hit points... who cares?

The next thing I'd add would probably be weapons, but there aren't any gunpowder weapons in XXVc. Anyway, here's the first half, the second to follow shortly. Feel free to critique them, I'm sure there are problem areas.

Malcolm "Mal" Reynolds
9th-level Warrior/Rogue

STR: 14
INT: 12
DEX: 16
WIS: 12
CON: 15
CHA: 17
TECH: 10

AC           hp

Career Skills
Battle Tactics
Leadership
Zero G
Notice

General Skills
Brawling
Animal Riding
Drive Jetcar
Intimidate
Astrogation
Animal Training?

Zoe Washburne
9th-level Warrior 

STR: 14
INT: 14
DEX: 15
WIS: 12
CON: 16
CHA: 12
TECH: 10

AC           hp

Career Skills
Battle Tactics
Demolitions
Zero G
Notice
Repair Weapon

General Skills
Brawling
Drive Jetcar
Treat Light Wounds
Intimidate


Hodan "Wash" Washburne
10th-level Rocketjock 

STR: 10
INT: 15
DEX: 16
WIS: 16
CON: 11
CHA: 14
TECH: 16

AC 10         hp

Career Skills
Drive Jetcar
Zero G
Notice
Pilot Rocket

General Skills
Commo Ops
Jury Rig
Repair Computer
Repair Electrical
Sensor Ops
Astrogation


Jayne Cobb
10th-level Warrior 

STR: 18
INT: 9
DEX: 14
WIS: 8
CON: 18
CHA: 10
TECH: 10

AC           hp

Career Skills
Demolitions
Zero G
Move Silently
Repair Weapon

General Skills
Brawling
Drive Heavy Groundcar
Treat Light Wounds
Intimidate
Economics
Tracking

Friday, February 8, 2013

XXVc Notebook- game update

Internet issues and rusty GMing skill have postponed the game for a bit. Gonna run a few practice combats and try to get my mojo in gear again.

The last session found the intrepid heroes in the sprawl outside Ottawa on their way to the access point when they encountered a two-man RAM patrol in a bar. Combat had just begun when it occurred to us that I was in over my head. And so it goes....

In the meantime, here's Buck Rogers encountering some nice Canadians. Enjoy.



Monday, January 28, 2013

XXVc Notebook- Animal Apercu: Osquip


I'm favoring the old Fiend Folio write-up for the Osquip with this entry and so am only dealing with the six-legged relative of the rat, not the 2e decapod beaver.


OSQUIP

CONCEIVED PURPOSE: Experiment (failed)
CLIMATE/TERRAIN: Warrens, Ruins, Sewers
FREQUENCY: Uncommon
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal

Genotype: Mole rat, shrew and bulldog
Habitat/Terrain: Originally, the osquip was an early experiment in genetic hybridization, with an eye towards creating arable land- the osquips were hoped to build warrens in relatively lifeless soil, breed in large numbers and quickly die, leaving their remains to fertilize the area. However, the best laid plans of osquips and men often go awry, as they say and elements of the bulldog strain became dominant. They eventually escaped into the wild and the rest is history.
Ecology: Osquips were originally conceived as strict carnivores, in the hopes that they wouldn't harm surrounding plantlife, but nature had other plans and they quickly adapted to whatever food was available. They are a common sight in the larger sprawls as well as the occasional orgzone sewer system. In most regards they are like the giant rats they appear to be, avoiding lit, open areas, nesting dark, enclosed spaces and living off whatever source of nourishment they can find. Luckily, osquips were never able to breed any more frequently than the common canine from which they derive many of their characteristics.

Osquip meat tastes like shit, but their hide makes for good leather.