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TIPS Sought for Sustainable Sci-Fi (not Star Wars) Gaming

Dannyalcatraz

Schmoderator
Staff member
Supporter
Space Archaeologists/Antiquarians/Salvage

In one way or another, archaeologists, antiquarians and salvage teams have showed up in B5: Crusade, Star Trek, Stargate SG1, Buck Rodgers, Voyage to the Bottom of the Sea and countless other sci-fi shows and other fiction like the Known Space stuff by Niven and Brin's Uplift series.
 

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The Green Adam

First Post
Beyond This Horizon...

I have been playing RPGs, mostly as GM, since '77 and the vast majority of the games I've run have been Sci-Fi/Space Adventure games. While Star Trek and Star Wars are indeed favorites (especially Star Trek), we've also spent a good deal of time with 2300 AD, Metal Head (Spacefaring Cyberpunk - like 2300 AD w/ Mecha), Red Dwarf, Space Opera, Star Frontiers, Starships & Spacemen, Traveller and probably a dozen more.

IMHO, Sci-Fi is far easier to sustain than Fantasy as in the latter I eventually run out of room, both physically and conceptually. The planet is only so big and while there is nothing to prevent you from going to other worlds (and certainly other planes are 'common' destinations), it eventually feels rehashed to me. How many times can you slay the dragon and save the princess/prince?

Sci-Fi (especially Space Adventure Sci-Fi) can, without going 'outside the universe', transport the PCs to an infinite number of locals for an infinite number of reasons. While my fellow posters have pointed out some great ideas and suggestions I'd like to analyze one in particular that has served me well repeatedly.

#2...

2. Troubleshooters.
PCs work for corporation or are freelancers for hire.
Pros: Supports “Adventuring Party” style play.
Cons: Characters are criminals/must work outside the law. Genre setting “conceits”, i.e. cyberpunk.


Why are the characters criminals in this concept. I thought that they work for a corporation. Aren't they licensed to troubleshoot?

In several Traveller campaigns I've run the PCs worked for a corporation set up by ex-Space Marines, Navy Officers and Scouts (you know, like the PCs are). Pulling in some favors the company's founders got the ok to imploy armed troubleshooters, vehicles and vessels to assist frontier worlds and corporations against pirates, in emergencey rescues, convoy escorts, apprehending criminals, etc..

You see, in certain frontier regions of the Galactic Imperium the Imperium's military forces are spread thin and can't always assist small outposts and fledgling independant colonies. That's where the corporation comes in. The drawback is that in exchange for their special privleges the corporation can be activated as military reserves in times of war (or really whenever the Imperial Government sees fit).

This set up allows the players to play pretty much any kind of character, gives them a steady paycheck with bonuses if they do well on their missions, allows them to rotate PCs if they wish (lots of people work for the company - if we're rescuing prospectors in an asteroid belt I'll leave my Marine home today and have them send my Belter. He's much better suited for this mission) and still in the end makes them the 'good guys'.

Its worked very well for me many times and I'm sure it can work for you. If you have any specific questions just ask.

Good luck,
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Azgulor

Adventurer
I think part of my problem with sustaining sci-fi is I forget how damn broad it can be.

When I referenced corporate troubleshooters being criminals, ala cyberpunk, I should have categorized the constraint of the campaign I ran: it was a futuristic campaign set on Earth (a mash-up of Transhuman Space with sprinkles of the Trinity setting). My players didn't want to run a sci-fi campaign where they were the ship crew traveling to planet X for this weeks session.

In retrospect, I shouldn't have limited myself to always being in the high-tech society of Earth, but there you go.

Excellent suggestions from everyone, though. I can't thank everyone enough! (Oh, and keep 'em coming!)
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
If you look at the aforementioned Retrieval Artist books by Kristine Kathryn Rusch, Larry Niven's Rik Schumann or Gil Hamilton stories (collected in Draco Tavern and The Long ARM of Gil Hamilton, respectively), and you have examples of some adventures that could be run entirely on Terra for your troubleshooters. The same goes for Blade Runner.

Ditto Logan's Run or Wingrove's Chung Kuo novels- even if an arcologies aren't the norm for your world- is another model for a troubleshooter campaign or adventure. If it doesn't fit your general campaign world, it could still reflect a subterranean or even lunar colony adventure.

Are you trying to avoid space travel entirely?
 

Azgulor

Adventurer
Are you trying to avoid space travel entirely?

No. For my personal tastes I want space exploration, ship-based adventures, and starship combat. However, my primary group of players has never been satisfied with the transition from hero-level combat to starship combat. We just haven't found a system that suits gets them interested the way an old-fashioned gun fight does.

I've gotten better at incorporating different techniques to improve the situation and I'm currently reviewing the starship combat from my recently purchased Reign of Discordia.

Ultimately, though, I think they'd just rather be the "Away Team" and not have to dump feats, skills, etc. to be proficient in starship operations. Hence the focus on a planetary settings.

My son, on the other hand, I can completely see getting behind the idea of being a space jock blasting bad guys from a starfighter! He's still wet-behind-the-ears with Pathfinder but I plan to eventually run a sci-fi campaign for him as well.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Ok...

There are entire settings (campaigns/novels/stories) in which the only weapons a civilian ship might have are improvised. The only ships capable of carrying ship-to-ship weapons- and their requisite targeting systems- are police/military vessels.

Instead, civilians in a fight rely on a mix of improvised weapons: mining lasers (high power/short range, easily aimed); anti-meteor systems (high power/long range, easily aimed); comm lasers (high power/long range, hard to aim); a ship's main thrusters (extremely high power/short range, hard to aim).

Without targeting systems, scoring a hit is next to impossible- more luck than anything else. And even the anti-meteor systems would have safeguards that would generally prevent the targeting of another ship...

Most combat between civilian spaceships, then, would be in the form of dock/ram & board. Essentially, the space combat of the forseeable future could be the same as the 1st century naval combat.

That model might work just fine for your party.
 

InVinoVeritas

Adventurer
No. For my personal tastes I want space exploration, ship-based adventures, and starship combat. However, my primary group of players has never been satisfied with the transition from hero-level combat to starship combat. We just haven't found a system that suits gets them interested the way an old-fashioned gun fight does.

I've gotten better at incorporating different techniques to improve the situation and I'm currently reviewing the starship combat from my recently purchased Reign of Discordia.

Ultimately, though, I think they'd just rather be the "Away Team" and not have to dump feats, skills, etc. to be proficient in starship operations. Hence the focus on a planetary settings.

My son, on the other hand, I can completely see getting behind the idea of being a space jock blasting bad guys from a starfighter! He's still wet-behind-the-ears with Pathfinder but I plan to eventually run a sci-fi campaign for him as well.

It's possible that part of the difference is the dynamic between standard RPG combat and starship combat.

In standard RPG combat, all PCs are individuals, running around their individual way, with individual strengths and weaknesses, different styles, and different roles. Coordination is fast, loose, and occasionally nonexistent.

If everyone is piloting one starship into battle, then coordination is key. Everyone must act for the benefit of everyone, and not for themselves. A player that wants to be recognized for individual contributions might not enjoy this very much. However, it makes for an interesting and exciting new way of play.

One solution is to give each PC their own starship. That way, they all get to choose how to move, how to fire, etc. on their own. Coordination returns to the fast and loose, and mistakes by one PC only kill one PC.

However, even then, there might be resistance, if each star fighter is similar to each other star fighter. One PC might want the Big Gun, another might want to be Dodgy Stealth, etc. If this is the case, give every player the chance to customize their fighters. That way, the star fighters become their own PCs in space, with their own specialties.

But let's say you like the single-ship dynamic. You could run something similar to Voltron, say, and allow the PC fighters to work separately, but also join into some larger dreadnought that has more firepower and protection--but everyone must coordinate closely. Then, the players are incented to work together, because then they get to play with the bigger guns. But they don't have to.

Of course, one player will then ask, "What if I XYZ? Can I then use the Big Dreadnought Gun myself?" The answer, of course, is no.
 

Andor

First Post
No. For my personal tastes I want space exploration, ship-based adventures, and starship combat. However, my primary group of players has never been satisfied with the transition from hero-level combat to starship combat. We just haven't found a system that suits gets them interested the way an old-fashioned gun fight does.

I've gotten better at incorporating different techniques to improve the situation and I'm currently reviewing the starship combat from my recently purchased Reign of Discordia.

Ultimately, though, I think they'd just rather be the "Away Team" and not have to dump feats, skills, etc. to be proficient in starship operations. Hence the focus on a planetary settings.

My son, on the other hand, I can completely see getting behind the idea of being a space jock blasting bad guys from a starfighter! He's still wet-behind-the-ears with Pathfinder but I plan to eventually run a sci-fi campaign for him as well.

Well, it all depends on the tech involved. For example most SF setting have FTL drives that either only work from specific point to specific point (Jump Gates, Worm holes) or don't function deep inside stellar/planetary gravity wells. The entire point of these conceits is to set up situations where ship to ship combat can be forced. If ships can jump from anywhere it's basically impossible in interdict a planet or force a ship battle. So logically defenses in such a world would be the ground based fire-fight stuff your players love.

WRT #2 in many SF universes with FTL ships but not FTL comm (and even a few with it) you have the concept of law enforcment agents with limited oversight and vast power to follow and deal with criminal/corrupt/alien elements. This is actually a pretty common SF trope from the Lensman of E.E."Doc" Smiths series of the same name to the Spectres of the Mass Effect universe. Even in Dark Heresy your character are essentially henchmen for such a figure. Barrayaran Imperial Auditors are the same thing come to think of it. Also Jedi Knights. And the Judges from the Judge Dredd world.
 


The Green Adam

First Post
Has anyone checked out this game Diaspora? I just picked up a copy and it looks pretty svelte.

I want to but haven't yet. Partially because I have too many games I want to get :)blush:) and partly because I haven't heard much about it.

Care to review it or at least give us a quick rundown?

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