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Ashen Stars: space opera done really right

Piratecat

Sesquipedalian
Back before GenCon I was musing on Twitter about what game I should run at the con. Simon Rogers from Pelgrane pinged me and suggested I look at their new Robin Laws game 'Ashen Stars.' I was a little doubtful; I'd tried Esoterrorists (which uses the same GUMSHOE system) and it hadn't particularly wowed me. But what the hell, I've never found a space game that really sang to me before, so I figured I'd give this one a try.

I'm so glad I did.

Ashen Stars is Firefly, with Jayne played by a 7' tall voracious alien locust. It's the best Star Trek, if the Federation had been destroyed by mysterious alien enemies and you were stuck out on the fringe of civilized space. It's an episode of CSI sci fi, mixed with Aliens and Pitch Black and any science fiction movie that involves some sort of mystery and investigation. In other words, I kinda dig it.

Things I love:
- The GUMSHOE system is both simple and flexible. I'm sort of amazed by how much I like it, as I didn't really grok it when playing Esoterrorists. Maybe it has just grown on me. Either way, the players in all 4 games I ran picked it up within 10 minutes.
- The game moves fast, both for combat and investigation. There's almost no bogging down.
- A reason to adventure. The PCs are freelance law enforcers, forced to balance their reputation against their effectiveness when solving crimes. Sure, you can just disintegrate a criminal without solid evidence of wrong-doing, but that's going to do a number on your rep and how much you get paid for jobs in the future. There's also no spaceship captain, so the group works like an adventuring party instead of a hierarchical military structure.
- The assumed history is so loaded down with good plot hooks that it's astounding. Even better, it's potential history with lots of space for the GM to decide exactly what happened during the war.
- Good, creative races. They bear similarities to classic sci-fi races on TV but are different enough that they don't feel unoriginal. It took me a couple of readthroughs before I realized that the Balla are Ashen Stars' Vulcans, for instance. There are also cyborgs, the aforementioned insectoid locusts named Kch-Thk, and three other alien races (including my favorite, the psychic vas mal).
- Fun tech. From cyborg implants to designer mutated viruses that grant quasi-psychic powers, the tech system is both simple and creative.

Things I like less:
- I find the concept of pulling mysteries out of my butt to be intimidating, especially the concept of constructing the clue chain.
- Robin Laws is a brilliant designer who has a predilection to create too many, too specific skills. He did so in Feng Shui, he did so in Skulduggery, and he does so here. It slows the learning curve.
- Spaceship combat uses a different subsystem from normal skill use. There's a great reason for it: it gives every member of the crew a vital role in combat. Nevertheless, the extra learning curve means that one-shot games won't feature space battles, and that's a shame.

So, I like the game enough that I'll be running a three session mini-campaign of it this winter after Sagiro's regular campaign finishes up. I'll let folks know how it goes.

Anyone else played it?
 
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I hadn't heard about it. It's impressive how many games they're spinning off using the engine, though. I'd been waiting to take a look at their Borne Identity/Vampire game, but this sounds interesting, too.
 

Well, the PC recommendation is reason enough to try it. There is at least one other in my regular group that enjoys a good space opera tale (ala Mass Effect), so we may have to give this a look.
 

Interesting enough, but I heard about another space opera game called Equinox from RedBrick (Earthdawn, Fading Suns) and it's supposed to be pretty good. It's yet to come out though.
 


Things I love:

- The game moves fast, both for combat and investigation. There's almost no bogging down.
- A reason to adventure.
- The assumed history is so loaded down with good plot hooks that it's astounding. Even better, it's potential history with lots of space for the GM to decide exactly what happened during the war.
- Good, creative races.
- Fun tech. From cyborg implants to designer mutated viruses that grant quasi-psychic powers, the tech system is both simple and creative.
Sold.

It sure sounds like the pros outweigh the cons by a hefty amount. Thanks, PC.
 

At Gen Con Piratecat told me I had to get this game so based just on that recomendation I did. I haven't had a chance to play yet but I like what I've read. We had started a short Star Wars game the weeks previous and if I'd known about this game we would be playing it instead.
 


Like you I have never been able to find a good SciFi RPG (at least one that held me for any real length of time)....so thanks for the heads up on this - I will definitely be checking it out.
 

Here's a quick background of the game I ran at GenCon. I'm throwing it in spoiler blocks because I'll be running this at the next Boston gameday (Oct 22nd), AnonyCon (Stamford, early Dec) and PegCon (a housecon we throw for our anniversary, next June.) If you expect to be in any of those conventions, I'd skip this bit for now.

[sblock]
I ran an Ashen Stars game called "Deadly Bedfellows." The PCs are freelance law enforcers out in the Bleed. The Bleed is the edge of civilized space, cut off from the galactic Combine (ie the Federation, in Star Trek terms) after a huge war against alien foes. There's currently an ongoing political struggle between people who think the Bleed should be independent of the Combine, and people who think that rejoining the Combine is the only way for them to thrive.

In the adventure, I decided that these two factions are close to civil war, and they are having a summit on an old space station for one last chance to work out their differences. Each side has a leader, and each leader has a deputy. The PCs get called in when the leader of the Bleedists is found dead in an isolated space station corridor, his head stuck through a wall. Murder or accident? Rumors about the death could send one faction or the other spiraling out of control and into war. The PCs are called in to solve the crime.

I had five main NPCs, one of whom (the leader of the Bleedists) is already dead. That leaves the Bleedist deputy, a fierce and stubborn man with a bad temper and a lot of personal charisma; the head of the Combinists, an independent woman who also believes war is inevitable; her deputy, a meek man who prefers paperwork and bureaucracy to the spotlight; and the vas mal station manager, a female alien with ties to one of the PCs.

The actual mystery is set up to originally look like the Bleedist leader slipped, fell with his head through a flickering phase wall (like a force field), and died instantly. Investigation reveals a bunch of problems with this theory, including multiple head wounds and hastily concealed blood spatters. The PCs use a bunch of investigative skills to link the Bleedist deputy to the murder. Heck, they pretty quickly have ironclad proof that the deputy is guilty.

So they talk to him before arresting him, and (after a great chase on floating forklifts through the space station's power plant) he admits he committed the murder. He still doesn't know why he was so irrationally angry. The PCs gather evidence that he had been psychically mind controlled. So who influenced him and turned him into a weapon?

Right about now a bunch of thugs try to kill the PC security officer for old war crimes. Ancient grudges die hard. This scene isn't really needed, but my theory is that it's great to break up investigation with high-powered disruptor fire in case someone starts looking slightly bored.

The PCs track the psychic influence to the vas mal station manager. Clever PC roleplaying and interpersonal skill use gets her to admit that she did this at the behest of the meek, mild Combinist deputy. Is she lying? Questioning the Deputy, he blames HIS Combinist boss for the idea. He is clearly lying. The PCs learn that unlike any of the other three people involved in negotiations, he wants to avoid war at all costs. Kill off one Bleedist leader and blame the deputy, and the warmongering faction loses all popular support. Maybe he has to kill a few people to save hundreds of thousands, sure, but that's completely worth it.

When the PCs arrest him, he triggers a control and explosions are heard deeper in the space station. In order to keep this secret and ensure that no war occurs, he has sabotaged the space station's engines to send it crashing down into the nearby gas giant. The game ends on a high point, with the PCs using their technical skills to undue the sabotage and barely save everyone on the station from death.

So how'd it go? Pretty well. My initial plot was even more complicated, but I simplified it on the fly. I got an adventure with some tough ethical and political conundrums, a few firefights, good investigation, excellent roleplaying opportunities, and a plot hook that felt as if it mattered in the history of the game. In a campaign I'd have worked out some spaceship chases and dogfights, too, but there wasn't enough time.

Next time I run this, I'll equip the PCs with cool tech. I mostly ignored tech because I ran out of prep time, which was a shame.

[sblock=PC character backgrounds]

You are Mace Hunter, Strategic Coordinator/Operations Officer. You handle business contracts and you're effectively Captain, although none of your crewmates would let you say it out loud. Let's face it, though; if it weren't for your business acumen and good sense, you'd all be starving on an asteroid somewhere.

You have a cause, though, and it's something you believe in with all your heart. You're a Bleedist, a person who thinks that this area of space is far better off without the tyrannical, tax-collecting bureaucratic thumb of the Combine pressing down upon you. you aren't afraid to debate it, and you've been in more than one fight against people who didn't agree with you. Screw 'em.

Summary: Fanatical about Bleed independence. Image-conscious, dashing, somewhat sentimental, inspirational money-making machine.

Your fellow crew:
Kira Adel, Communications/Cultural Officer. Funny, friendly and manipulative, she excels at flattery and flirting to achieve her goals. She's also cold-hearted and merciless when she needs to be. Her major problem is a political one; she's obsessive about Combinist reunification. Your shouting matches onboard the Nero have gotten both of you locked in the shuttle more than once.

Angie Barnstar, Pilot/Survey Officer. She's a hotshot, two-fisted badass. She loves showing off, and she does everything with style: drinking, fighting, love-making, and law enforcement. As she believes that a complicated awesome plan is better than a boring simple one, you're thrilled to have her near you in a fight.

Duncan Young, Systems/Technical Officer. He's a little odd. the guy is a mechanical and electronic genius, but he likes to proselytizes his nu-faith. He's a Mondat, who believe that God is an AI and the universe is a corrupted simulation. You try to humor him, because he keeps the Nero running beautifully.

Zd-Sz, the Kch-Thk Weapons/Security Officer. He's an ever-hungry, deadly alien locust with law enforcement training and an appreciation of delicate alien poetry. He won't talk about what he did during the war, but you're a curious guy. you'll worm it out of him sooner or later.

Isiah Laksell, Vas Mal Medic. Isiah is a psychic alien with vast knowledge of both body and mind. He's still bitter about being de-evolved back into mortal form, and who wouldn't be? There may be something even more than that. It's hard to know; the guy is deep.

-- o --

You are Kira Adel, Communications/Cultural Officer. You're funny, friendly, and manipulative; you excel at flattery and flirting to achieve your goals. then again, you're also cold-hearted and merciless when you need to be. You get the job done, and no one gets in the way. If they underestimate you, that's their problem.

You're a little obsessive about Combinist reunification. This part of space got abandoned after the Mohilar war, and it's suffering. You see it every day. The idiot Bleedists couldn't govern their way out of a paper bag. The Bleed would be better off by far if you were able to reunite to the Combine, help them rebuild, and once again forge a lasting diplomatic accord. Anyone who says differently deserves a face full of fist.

Your fellow crew:

Mace Hunter, Strategic Coordinator/Operations Officer. the guy thinks he's the captain. Ha! He's a jumped up desk jockey who handles contracts and business deals. He's also fanatical about Bleed independence, which makes him something of a nut-ball. sure, he's dashing and inspirational and... well, fine. He has some style. It's just his views that are repellant.

Angie Barnstar, Pilot/Survey Officer. Angie is a hotshot, two-fisted badass. She loves showing off, and she does everything with style: drinking, fighting, and law enforcement. She thinks a complicated awesome plan is better than a boring simple one. that usually screws things up, but you can't blame her for trying.

Duncan Young, Systems/Technical Officer. Duncan is a mechanical and electronic genius, but he's also something of a bore. He's a religious nut, a Mondat who believe that God is an AI and the universe is a corrupted simulation. Uh huh. Riiight.

Zd-Sz, Kch-Thk Weapons/Security Officer. He's an ever-hungry deadly alien locust with law enforcement training and an appreciation of delicate alien poetry. He doesn't like to talk about what he did during the war, but you're pretty sure he wasn't AWOL.

Isiah Laksell, Medic. He's a Vas Mal, a psychic alien with vast knowledge of both body and mind. He's also a nice guy. there's a deep reservoir of bitterness in him, though; not everyone can see it, but you can't ever imagine being as sad as he is every minute of the day. He just hides it well.

-- o --

You are Angie Barnstar, Pilot/Survey Officer. You're a hotshot, two-fisted badass. You loves showing off, and you do everything with style: drinking, fighting, love-making, and law enforcement. A complicated awesome plan is ALWAYS better than a boring simple one. You're determined to teach others the joy of this philosophy, even if you have to drag them kicking and screaming into a series of barrel rolls to do so.

Your fellow crew:

Mace Hunter, Strategic Coordinator/Operations Officer. He handles business contracts and kinda thinks he's Captain. Not so much, although he is an image-conscious, dashing, somewhat sentimental, inspirational money-making machine. He's also fanatical about Bleed independence, believing that the planets way out here should sever all ties with what's left of the Combine. He tends to froth a bit once he gets started. you haven't made up your mind yet, but you like to get him fighting with Kira.

Kira Adel, Communications/Cultural Officer. She's funny, friendly, and manipulative. You like a person who knows when to stop flattering and just pull a pistol. Kira's problem is that she's obsessive about Combinist reunification. You've locked her in the shuttle with Mace more than once when their arguments got to annoying.

Duncan Young, Systems/Technical Officer. The guy's a genius, but he would rather talk about his religion than actually do anything fun. He's a Mondat, who believe that God is an AI and the universe is a corrupted simulation. sure, whatever. Make it your goal to break him out of his shell and make him try something crazy.

Zd-Sz, Weapons/Security Officer. He's an ever-hungry deadly alien locust with law enforcement training and an appreciation of delicate alien poetry. This, right there, is a thing of joy. The two of you like to go eat new things on every world you land on. He's a little less discriminating than you are.

Isiah Laksell, Medic. He used to be an all-powerful psychic entity that could flit across the universe on a whim. Now he's locked in a spindly, sad body. That's got to suck. Do what you can; he's a nice guy, considering that he could probably read your mind.

-- o --

You are Duncan Young, Systems/Technical Officer. You're a mechanical and electronic genius who keeps the Nero in perfect running order, and who acts as the technical expert when investigating crimes.

That's not what's important in your life, though. Your duty is to proselytize your nu-faith. You're a Mondat, who believe that God is an AI and the universe is a corrupted simulation. Trying to convert people and spread the word is difficult, but it IS your duty. By fixing the world, you fix the simulation, and bring all things closer to what Should Be.

And sure, that doesn't leave a lot of time for fun, or drinking, or women. Not that you haven't noticed them. You're just a little uncomfortable when someone propositions you; that sort of thing makes you stammar.

Your fellow crew, none of whom are yet religious:

Mace Hunter, Strategic Coordinator/Operations Officer. He handles business contracts and is effectively the Captain. The man is fanatical about Bleed independence, however; he thinks that these planets should be fully independent of the Combine. You aren't so sure about that. Still, Mace is an image-conscious, dashing, somewhat sentimental, inspirational money-making machine.

Kira Adel, Communications/Cultural Officer. She's funny, friendly, and maybe a little manipulative. You still have a crush on her, though. She's obsessive about Combinist reunification, and she really dislikes Bleedists; you often find yourself trying to mediate between her and Mace.

Angie Barnstar, Pilot/Survey Officer. when it comes to life, Angie is somewhat intimidating. She's a hotshot, always showing off and doing everything with style: drinking, fighting, law enforcement, and probably love-making. The woman loves overly complicated plans. It's weird that you think she's interested in you; maybe your sermons are working, and she wants to know more about the faith?

Zd-Sz, Weapons/Security Officer. He's an ever-hungry deadly alien locust with law enforcement training and an appreciation of delicate alien poetry. you think he may have a dark history dating back to the war, but he never talks about it.

Isiah Laksell, Medic. He's a psychic alien with vast knowledge of both body and mind. You think he harbors a deep grudge that will some day end in bloody retribution, but you have no idea who and why; you suspect he leaked a little psychically one day, and you happened to pick it up. He won't discuss it.

-- o --

You are Zd-Sz, Weapons/Security Officer. You are of the Kch-Thk. You do not die, for you re-hatch. You exist to consume. No sentient life -- noWrong -- but all other organics that are unclaimed property may be considered potentially edible. You have learned not to eat parts of your ship. You appear as a 7' tall locust. You have extensive law enforcement training, and an appreciation of delicate alien poetry. In fact, you recite it at the merest prompting. That prompting occurs seldom, so you should look for opportunities to recite from your Kch-Thk favorite authors.

You are marked for death by certain members of the Durugh. You do not know why. You believe it had something to do with your actions during the recent Mohilar war, but due to the odd psychic effect you can not remember those actions. they must have been awful; assassins have tried to kill you no less than five times in four years.

Your fellow crew:

Mace Hunter, Strategic Coordinator/Operations Officer. He talks at great length about stupid boring things. Were you to eat sentients, he would be reasonable tasty, you are sure of it.

Kira Adel, Communications/Cultural Officer. She is pleasant for a humna. she also blathers on about politics that do not concern you.

Angie Barnstar, Pilot/Survey Officer. She should have been a Kch-Thk. She lives for the joy, as so many poets of the past have done. You wish her to be pleased.

Duncan Young, Systems/Technical Officer. A boring man who keeps the ship running. you ignore much of the nonsense he extrudes.

Isiah Laksell, Vas Mal Medic. He does not appear to be, but you believe - at a deep level - that he is a warrior such as yourself. You treat him with respect.

-- o --

You are Isiah Laksell, Medic. You are Vas Mal, a psychic alien with vast knowledge of both body and mind. You appear as a short humanoid, your head oversized, your eyes black and enlarged, your body spindly and twisted. Your skin is gray or green and semi-translucent. When you use your psychic powers—mere mocking echoes of what you once possessed—your luminous brain can be seen pulsing within your skull.

Once—less than a blink of an eye in cosmic reckoning—you were infinite. You were the Vas Kra, beings of pure energy and universal consciousness. Though you were not gods, and sought not the worship of biological beings, you sometimes received it all the same. Your thoughts reverberated through the universe. You became one with the great cycles of being and unbeing. All was revealed to you. There was neither happiness nor unhappiness. Neither desire nor contentment. There simply was the Vas Kra, and that was balanced and infinite. It was your race that influenced and created the Combine, and in doing so you opened the way for the enemies who devolved you. Five years ago you were returned to mortal form, as you had not been for untold eons. Yet your new bodies were not the perfect specimens of distant memory. They were weak, malformed, hideous.

Your shame is all the greater because a Vas Kra female that you loved, and rejected, was killed by the coming of the Mohilar and their doomsday weapon. Your every action and thought is a hymn to her memory, for you fear that if you had not rejected her she would not have been the first to perish. This debt weighs heavily on you.

One thing is clear. If you ever discover who or what allowed your race to be so terribly punished, your fury will know no bounds.

Your fellow ship-mates:

Mace Hunter, Strategic Coordinator/Operations Officer. He handles the necessary evil of business contracts, and thinks very highly of himself. He believes that the Bleed should be independent of the ruined remains of the Combine. He feels very passionately about it. He is verbal about this passion. You work to redirect him.

Kira Adel, Communications/Cultural Officer. She is pleasing to the eye and the ear. She, too, has a passionate cause but it is the reverse of Hunter's. She believes this area of space is best reunited with the Combine. You do not have the heart to tell her how small an issue this is when compared to the big picture. these politics are just an eyeblink in the cosmic strand of time. Thus, you humor her.

Angie Barnstar, Pilot/Survey Officer. Her soul burns with a joy that is seldom seen. This pleases you. Nurture her, and her delight warms you when your thoughts would otherwise turn bleak.

Duncan Young, Systems/Technical Officer. Mechanical and electronic genius who proselytizes his fictional nu-faith. You respect the right to hold odd beliefs, and Duncan's is odd indeed. The more he explains it, however, the more possible it seems.

Zd-Sz, Weapons/Security Officer. He is a Kch-Thk, an ever-hungry deadly alien locust with law enforcement training. You appreciate his poetry.

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