Astralnauts! (full)

anonystu

J'Accuse PirateCat!
Astralnauts is a TV show about a modern world that has been invaded by spirits and creatures: some of the these encounters have gone horribly, and some have gone well, but overall the human population is very fearful. The Astralnauts are a group of people, funded by/beholden to ________, who are specially capable to respond to these invasions, are trying to figure out what they mean, and can travel into the astral realm to do it.

This is a setting that cooperatively, people came up with in this (http://www.enworld.org/forums/showthread.php?t=108571&page=2) thread, and we're going to be running it using Primetime Adventures. The first thing to know about Primetime Adventures is that it is very collaborative, and so your input is needed to help refine the setting. Some things that could use some thought right now.

a) Who's funding? (ideas tossed around: a NGO, a religious group that may or may not agree with the protagonists, self-funded, military)
b) How much do the PC's know already, and if they do know much about spirits, what do they know? (There was the idea that spirits represent dead people from this world and others, and they come through DeathGates. I like the dead people idea, but maybe it'd be better if the cause for the incursions was less known at first).
c) We need some sets which the players will use a lot.
d) Your inspiriation goes here.

Secondly, you show, and don't tell, and so I'm going to give you pretty much the entire system of Primetime Adventures right here, with the play rules first, and character creation second.

Primetime Adventures is a game where a group of people get together to create a TV show based on the melodramas of today (see: Buffy, 24, Alias, Six Feet Under). We're going to be playing a short season, which means a pilot episode plus 5 episodes (each episode is equivalent to a gaming session). Every player but one plays a protagonist, a main character on the show, while one player plays the Producer, who helps keep the protagonists in interesting situations.

Each protagonist has a set of Traits, which define ways that they are special as a protagonist (I am an ex-military pilot. I know the King.), and a Story Arc, which defines the personal issues that they will struggle against in a season. The Story Arc is made up of an Issue (This season, willow deals with her issue of Dark Temptation) and Screen Presence. Screen Presence is the core stat in the game which defines, for each episode, how important you are to the episode: 1 means that you play a minor, supportive role, 2 a moderate role, while 3 means the episode is about you and your issues. In the pilot episode, all players have a Screen Presence of 2. You get to decide how important your character is to the other episodes and where to place your spotlight episode.

How the game works is that the players take turn creating scenes, roleplaying those scenes, and resolving any conflicts that arise.

In more detail:

1) The active player creates a scene. The first active player for an episode is always the Producer, then next, any players with spotlight episodes go next, then the rest of the players go in alphabetical order. Creating a scene has 3 elements:
a) Location: Where does the scene take place?
b) Focus: Is this scene about character development or plot development?
c) Agenda: What is the drive behind the scene? (I'm trying to stop the wedding; We're trying to find out who attacked us by going to the library)

The producer then sets the stage by writing an introductory post based on the request, and then all players involved in that scene start roleplaying.

Most times, Conflict happens in a scene. Conflict is defined as when there is rift between what a player wants and what the player has.

In a conflict:

1) Protagonists declare if they're involved. At least one protagonist has to be involved for it to go.
2) Each protagonist separately states what's at stake for them in the conflict. (This should be thought of as conflict resolution, not task resolution. It's "I want to get to the ship before it leaves." not "I want to move twenty feet and hit the guard on the head.")
3a) The producer determines how many dice to roll, using one die as default plus spending 0-5 Budget to gain additional dice.
3b) The protagonists determine how many dice to roll, using dice equal to Screen Presence as default, plus one die for each Trait they invoke (Each trait can only be invoked Screen Presence number of times per episode), plus one die for each Fanmail they spend. (More on budget/fanmail later)
3c) Players not in the conflict can spend fanmail to roll dice to add to any side they want.
4) All players roll their dice (d10's) and count odd numbers as successes (and 0's as 10s)
4a) If a protagonist rolls more successes than the producer, they succeed at what's at stake, less, they fail.
4b) Ties are broken by both sides rolling an extra die until someone gets more successes. (These dice are then removed from what's in play).
5) The player who rolled the highest individual die (not necessarily the producer or even somebody directly involved) takes into account what's at stake, success/failure, and suggestions from other players, and narrates the result of the conflict, even narrating what other characters and protagonists do.
5b) Ties for high die are broken by looking at the next lowest die for all people tied.

After a conflict, usually, the scene will resolve it fairly quickly. (Most scenes have one conflict, although zero is possible if an agenda is resolved without conflict), and then it's onto a new active player to suggest the new scene. Repeat until the episode is done, with the players doing most of the scene creating, narrating, and conflict resolution, and the producer guiding through his control of the non-protagonists this into an exciting, well-paced high-action and dramatic episode of Astralnauts!




Budget/Fanmail Ecosystem

Starting Budget for the Producer is (Total of all players' screen presence for episode) x 3

Budget spent goes into the Fanmail Pool

At any time, any player can award another player a point of Fanmail from the Fanmail Pool for doing something cool. Each player can make one award per scene.

Fanmail can be spent in any conflict, in any quantity. Any Fanmail dice that are rolled and do not succeed are discarded. Any fanmail dice that are rolled and succeed are dropped back into Budget. Fanmail that are not used by the end of an episode are carried over.

So, hopefully that helps you understand why I think this game is very innovative, and very cool. I think also that this game is well suited to PbP, because it encourages looser boundaries between "These are my characters." and "This is your character." and so we can all work on telling a great story, and not get bogged down in either resolving conflict or having conversations that go back and forth slowly. It requires a group of people who are creative, respectful, and motivated to do this though.

If you think you want to join the Astralnauts, chip on in some of the setting issues above, look at the character creation rules in the next posts, and then start tossing ideas around.
 
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anonystu

J'Accuse PirateCat!
Some basic guidelines:

First, the protagonists should all have good reason to be together. This does not mean that they have to like each other, or know each other very well. If you have a cool idea for "How protagonist A and B came to meet", then it's very simple: request a flashback scene in game (you can even make the little flashback sound!).

Second, don't post fully created characters. Just like the setting process, where we tossed around very light ideas, and then fleshed, you should be throwing out no more than a sentence or two, bouncing that off other people, being like: "Yeah, my character fits really well with your character" and then be launching into full creation.


Each protagonist is made up of:

1) Concept: Overview of the person, their personality, appearance, background

2) Story arc: This is the character's personal struggle for the season.

A story arc is made up of:

a) Issue: the most defining aspect of the entire protagonist, and that what the protagonist struggles against the most. Examples include: Atonement (Lando), Grief (Buffy, season 3), Dark Temptation (Willow, season 7), Self-Worth (Will Tippen, season 2), Self-Hate (David Fisher)

b) Screen Presence: This defines during the season, how important the protagonist is to the episode, and how much their story dominates the screen. For each episode, a protagonist is assigned a number:

1: Minor role
2: Secondary role
3: Spotlight role

Your screen presence determines how many dice you get to roll during a conflict.

For a short season (pilot + 5 episodes), you get two 1 episodes, two 2 episodes, and a spotlight episode. The pilot, which comes first, has everybody at a screen presence of 2, but you're free to arrange the other screen presences as you see fit, except for the following two rules:

a) Your spotlight episode can't be in the first episode
b) Only two people can have a spotlight role in the same episode

3) Traits: These define what's special about the protagonist. Rule number one of traits: Traits are Story. Each Trait should help tell part of your backstory. In fact, given that you are fully encouraged to improvise new bits of detail as you go, it is much better if you don't write a particularly involved story, but simply leave juicy bits hanging in you Issue, Concept, and Traits, and then expound on those and bring in all that interesting backstory mid game.

You get 5 of these, and these are split into Edges and Connections. You take 2 of either one, than 3 of the other. These give you extra dice in conflicts that involve them.

Edges: A package of abilities that tie into a part of the character's story
Examples: Retired Intelligence Agent, Disciple of the Sight, Political Activist

Connections: People your characters knows and/or cares about
Examples: Edgar the loyal butler, Agent Z the gadget specialist


4) Nemesis (optional): A person whose goal is to make the character's life miserable (Example: Q from ST:TNG)

5) Personal Set (optional): While the entire group creates sets that they'll use in game, you get to create your own sets as well. (Example: Picard's Quarters from ST:TNG)

So, how does this all come together? Check out this example character from Rescue 2313, a game which is about a crew doing interstellar rescues in a politically fragile universe.

WARNING: This is just a character from the example game from the rules, copied such that people can get an idea of what the game is actually like (and I had to type this up sometime). I actually don't particularly like space opera, so Rescue 2313 isn't a direction I'd like to go in.

Brea Mackle, ex-fighter pilot

Issue: Grudge against the Xiar Protectorate, that she often makes poor decisions when involved with (We don't know why she has a grudge, or even who the Xiar Protectorate, but this gives room to fill this out on the fly)

Screen Presence: 2 (pilot) - 2 - 1 - 1 - 3 - 2

Edges:

Ex-Fighter Pilot - Useful for flying, knowing things about ships, and military procedures

Amateur Spaceship Mechanic - Brea knows how to do small repairs and modifications, and how to communicate with other mechanics.

Diplomat's Daughter - Brea grew up in the world of politics and intrigue, and though she despises it, she knows how to play the game.

Connections:

A retired military officer who lives on the station where the crew is based. Brea and the officer are close friends, and Brea looks to this person as a father figure.

A fellow mechanic on the station who helps her out with information and repairs, in whcih there might be some future romantic tension.

Nemesis: A pilot who's part of the military squadron based at the station. Brea and this pilot have been rivals since they were at the academy together.

This should help make things clearer.
 

hafrogman

Adventurer
I've been following the other thread, and I think I'd like to get involved. The system rules seem really interesting.

There are a few more questions that need to be answered besides the ones mentioned so far.

These spirits, are they incorporeal ghosty types who have knowledge and power but must enlist, corrupt or possess human agents; or are they full manifestations, with the dead walking the streets and devils rampaging through downtown LA? Are there spirits of both types?

The other question is how are they dealt with by the characters.

One thought is that the spirits are incorporeal in our world (perhaps subject to change, mystic artifacts or bizzare science can give them form) but corporeal in the astral plane. Thus, in order to stem an invasion, the characters have to travel to the astral plane and seal the death gates from that side, but they might also have to deal with the spirits that have already traveled through as well. This way would allow for storylines on both sides of the divide, with slightly different goals depending one where the scene takes place.
 


doghead

thotd
Some thoughts.

The spirits are incorporal, they can move though walls or fly, but this seems to take much more effort than conforming to 'conventional' physics. They are invisible to the naked eye, but can be revealed by some form of light source (now available in many forms - flashlights, glow sticks, overhead bulbs) or 'glitterdust' analogue (commonly in grenade or aerosol). But its a dim light (redish in colour?) so not particularly useful for day to day work. (Question - would this drive people to become nocturnal if daylight renders the spirits harder to illuminate? Perhaps daylight also makes them everso vaguely visible.)

It is possible to create an energy barrier that is impassable to the spirits. But it is increadibly expensive, can only be formed in the shape of a sphere, and can only be 'on' or 'off'. Thus secure rooms are possible, but for entry or exit, the shield needs to be dropped.

Day to day life continues, although maybe the original incursions created a fair degree of choas that is still evident. Things are a little more random, and don't run quiet as well as before. Spiritualism and mystisim have become extremely pervasive. (ie: The local buses run, but the drivers are as likely to deck theirs out (and good luck in trying to get them to drive another bus) with whatever they believe will help keep them safe, or happy. Its hard to get all worked up about order and conformity when a spirit could just climb into your bus.

I really have no idea what sort of character I would take at this stage. Something military? (ie: hardware orientated), religious? (ie: more flamboyant 'gun-kata' cleric?)

thotd
 

anonystu

J'Accuse PirateCat!
doghead said:
Some thoughts.

The spirits are incorporal, they can move though walls or fly, but this seems to take much more effort than conforming to 'conventional' physics. They are invisible to the naked eye, but can be revealed by some form of light source (now available in many forms - flashlights, glow sticks, overhead bulbs) or 'glitterdust' analogue (commonly in grenade or aerosol). But its a dim light (redish in colour?) so not particularly useful for day to day work. (Question - would this drive people to become nocturnal if daylight renders the spirits harder to illuminate? Perhaps daylight also makes them everso vaguely visible.)

It is possible to create an energy barrier that is impassable to the spirits. But it is increadibly expensive, can only be formed in the shape of a sphere, and can only be 'on' or 'off'. Thus secure rooms are possible, but for entry or exit, the shield needs to be dropped.

Day to day life continues, although maybe the original incursions created a fair degree of choas that is still evident. Things are a little more random, and don't run quiet as well as before. Spiritualism and mystisim have become extremely pervasive. (ie: The local buses run, but the drivers are as likely to deck theirs out (and good luck in trying to get them to drive another bus) with whatever they believe will help keep them safe, or happy. Its hard to get all worked up about order and conformity when a spirit could just climb into your bus.

I really have no idea what sort of character I would take at this stage. Something military? (ie: hardware orientated), religious? (ie: more flamboyant 'gun-kata' cleric?)

thotd


I like the emphasis you're putting on human technology versus spiritual mysticism. This tension should be evident all over the place, and I think is probably one of the core themes in the game. Having tension even within the party between those who trust only the orderly hum of technology and those who embrace the possibilities of interacting with spirits.

idea: Maybe the communication between spirits and humans so far has been very crude, in the people going insane and spouting visions, big symbols appears on buildings, or pools of blood congealing into arrows. A character who has some more advanced way of communication (at what cost?) or a character who seeks to open up ways of communication might be interesting.

As far as character ideas, two small pieces of advice:
1) Don't think as far as function. Think in story, and think as far as what your Issue is. If you come up with an interesting issue, or interesting pieces of story, the rest should work it out.
2) Kick off other people's concepts: whenever you see a character idea from someone else, run through a checklist: "brother/sister? ex-lover? co-worker? rivals? best friends? tragic past?"
 

Tonguez

A suffusion of yellow
1) Concept: Tobias Saint was a priest who use to work as a researcher at a Theology College studying Occultism. He started to have dreams in which Angels spoke to him, and then outright visions even when awake. It was such a dream that warned him of a 'demon' in the College and that, he claims, is why he was found with the blood of two students, killed in a ritualistic sacrifice, on his hands. He was cleared of the charges but nonetheless has spent the past five years in a Psychiatric institution unsure whether he is truely innocent.

2) Story arc:
a) Issue: Tobias is wracked by Guilt over what he may (or may not) have done, and is still haunted by Dreams and visions he continues to have (unless he takes his medication)

b) Screen Presence: 1-2-3-1-2

3) Traits:
Edges:
1. Ex-Professor of Comparative Religion
Has expertise in matters of Comparitive Religion and the the Occult (Expert on the folklore of Spirits?)

2. Divinely Possessed: receives visions through the angel Tezdekel, unknown to him, this possession lets him travel to the Astral plane.

3. Rebuke Spirits*

Connections:
1. Father Richard Jenkins, a Dean at the Theology College who stood by Tobias during the trial and beleives in Demons too (contact into the Collge Libary perhaps)

2.

4) Nemesis (optional): The 'Demon' and the cult it is creating

5) Personal Set (optional): Since release from Hospital Tobias has maintained a cottge in the garden of the College grounds. However he is not allowed to be seen in the College proper as rumours still persist and some of the faculty (including ordained members) are still hostile
 
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doghead

thotd
anonystu said:
I like the emphasis you're putting on human technology versus spiritual mysticism. This tension should be evident all over the place, and I think is probably one of the core themes in the game. Having tension even within the party between those who trust only the orderly hum of technology and those who embrace the possibilities of interacting with spirits.

Ah. But which one to choose.

anonystu said:
idea: Maybe the communication between spirits and humans so far has been very crude, in the people going insane and spouting visions, big symbols appears on buildings, or pools of blood congealing into arrows. A character who has some more advanced way of communication (at what cost?) or a character who seeks to open up ways of communication might be interesting.

I like the idea that the bulk of spirit activity is relatively obscure in purpose. Of course, someone need to have some idea of what is going on, or inexplicable just devolves into random.

I think at this point we need to get some sort of idea on the extent of spirit activitty and its impact on the world. How different is it from the one as we know it? Matrix different? Dark Angle different? Final Fantasy different? To what extent is the ordinary citizen aware of and effected by the spirits?

We should also give some consideration to the organisation or forces that have brought the party together. I think there is a distinct religious/spiritual flavour evident and I'm happy to go with that. I like a little inter-PC conflict, but would prefer some form of organisational unity. In other words, some sort of theme rather than a disperate collection of random individuals a la League of Extraordinary Gentlemen.
 

Tonguez

A suffusion of yellow
The Astralnauts are a group of people, funded by/beholden to ________, who are specially capable to respond to these invasions, are trying to figure out what they mean, and can travel into the astral realm to do it.

I think that working out who _________ is (ie who is funding the Astralnauts) will give an idea of how and why the party is together. Personally I'm still leaning towards something like the Pheonix Foundation - a influential private organisation with lots of contacts in a variety of areas (including Military and Religious). I suppose taking my character background it could be that Father Richard Jenkins is a member of the Foundation or that it donates to the Theology College. Maybe my character goes looking for information on Tezkedel and it leads him to the Foundation

- just some random thoughts...
 

hafrogman

Adventurer
So did the organization know that this was coming and have time to assemble and train a group to deal with the issue, or are they just general meddlers who witnessed the invasion and decided to gather some random assorted nuts to deal with it?

How long has the invasion been going on? (or is it just a massive jump in the background level of spiritual activity? Are all ghost stories and alien sightings and old legends the effect of millenia of small, infrequent incursions, or were those just stories, and now it's real in a way it never was before?)
 

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