Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Friday, July 12, 2013

Lazyass Summer Post

I hate summer. I want to do things even less than I normally do in summertime. However, that doesn't keep my swelling, itching brain from annoying me with ideas and new interests. 

Case in point, Hulks & Horrors.

When I first read about it, I thought it sounded kinda pointless and a little stupid, but after grabbing the free version and giving it a scanover, I change my view on it. Now, all I can picture when I think about that game are those shitty 80's sci-fi horror movies like Galaxy of Terror and Inseminoid. Now that has my attention. Not that slick, oh-so-serious transhuman nonsense of Eclipse Phase or the wanna-be Travellerness of Stars Without Number.

No, Hulks & Horrors makes me wanna crawl through dark, greasy access tunnels that are dripping with alien mucous to track down some mythical high-tech McGuffin. The idea that the galaxy has become an endless graveyard waiting to be robbed by opportunistic scumbags has a great appeal to me. I could go on, but I think I'll let this amazing movie trailer wrap up why H&H took such a hold on me.



"Struggling for survival in the infected remains of a diseased universe." I'd say that sums up Hulks & Horrors rather nicely. Also, FUCK YEAH GREEN SLIME! If you haven't seen it, I highly recommend it. 


Everything else is just the usual shit I've been shoveling here for a while- XXVc; Traveller has reared it's ugly head once again (and, no, I don't mean that trainwreck Traveller5) and, new to the roster, but less new than H&H, Star Frontiers.

So, I got all cylinders firing for some hot, wet summer sci-fi action. Whether or not I can complete even one of these goals remains to be seen.

Wednesday, June 5, 2013

The Fall of the House of Orbus

Well, not quite but close. My venerable old Macintosh desktop may have finally given up the ghost and until I can get it into the shop to have it looked at it may as well be dead. So, I just wanted to let that one guy that sometimes reads this web log that I'll be posting even more sporadically than usual.

In the meantime I have a few ideas that I was about to pounce on, but kinda can't right now as a lot of the initial ideas are trapped in that infernal machine. The last thing I was working on was a Traveller interpretation of Howard Chaykin's early sci-fi effort "Ironwolf", originally published by DC Comics in Weird Worlds, then about 25 years later as a new hardcover graphic novel (with art by Mignola and Russell). It's essentially a cynical 70's take on the Planetary Romance genre complete with swordplay and feudalism and .45 Automatics and some odd ideas about space travel. I'll probably include Chaykin's lively three-issue "Twilight" comic as well, since it relates to the later Ironwolf one-shot.

The other thing I wanna work on is maybe overhauling XXVc's rocketship combat rules. I never used them, but I understand they are lacking. Hopefully it won't involve more than a few new rules inserted at strategic points, rather than having to start from scratch.

Ettin of Hexen (see my web log roll) has vanished and so his Care Bears rpg is on hold, I guess. A shame, too, cuz I happen to think that was a really cool idea, despite having no real interest in Care Bears or anything closely resembling them.

Hopefully, he didn't get eaten by hogs. Cuz hogs will totally eat you, given the opportunity.


Always a pleasure,
OO

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)