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Author: Patrick Kanouse

Understanding the New Order

Understanding the New Order

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Since Disney’s acquisition of Star Wars and its consequent films and streaming episodic shows — the very good The Mandalorian being only the first of several planned — many would be forgiven for forgetting the very long time between The Return of the Jedi and The Phantom Menace. 1983 to 1999. In that time, novels and comics were the primary vehicle for keeping Star Wars stories going, including the Thrawn Trilogy of novels by Timothy Zahn, published from 1991 to 1993.

For roleplayers, West End Games published a Star Wars role playing game in 1987. This game proved to be successful, and the quality of the material was so good, that Zahn referenced — at the instruction of LucasArts — the sourcebooks when writing the Thrawn Trilogy. With the game, players could finally engage in the universe and with supplemental materials to help expand and frame the universe that was — until that time — largely confined to the original trilogy of films and a poorly received Christmas special.

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Many Paths of Character Creation

Many Paths of Character Creation

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For many RPG gamers, creating characters is one of the highlights of gaming. They get to make significant choices and craft and hone their character to their vision. If they are invested in the character, players typically engage more in the collaborative storytelling environment that RPGs are. For many players, this is the most creative time in the process, for thereafter they engage in the setting as laid out by the game master (GM). They may have an influence on the game and that setting, but the act of creating primarily — if not exclusively — resides with the GM after character creation. Even in truly sandbox games where the players can go wherever and do whatever, they are operating within the construct of the GM.

RPGs across the spectrum devote pages to character creation, often taking up a significant portion of any rulebook and entire supplements that provide new options. Most games lay out these options as a series of choices the player makes — though always reserving GM fiat.

Dungeons & Dragons, Star Wars: Force and Destiny, and others use a process whereby you select a species (if applicable), select a career, apply a number of adjustments to the basic character template, and then make choices about talents and specializations and skill choices. The names may vary (class, feats, etc.), but the basic principles remain. For example, in Force and Destiny from the core rulebook, players choose from one of eight species. These have default attribute score adjustments and some level of unique trait or ability (breathing underwater for Nautolans for example). Players then choose from one of four careers and then choose from one of three specializations in that career. One of the narrative or logical challenges with this construct is that if you want to play a 40-year old human smuggler, you may have the exact set of skill points, etc., as other players, who may have a 20-year old bounty hunter just making her mark on the world. Truth be told, this is not a significant challenge, but one nonetheless. Particularly in class-based systems. My 40-year old cleric is at level one — the same as that 20-year old barbarian.

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Maximizing the Crunch: Dystopia 23

Maximizing the Crunch: Dystopia 23

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In my last article, I reviewed one of the most rules light systems I have ever read. Some game masters (GMs) and players like games with a hefty amount of crunch — that is, game mechanics that require dice rolling or calculations and with a level of specific details for certain types of tasks. Dystopia 23 may take this to the most extreme I have ever experience. The Primer is 149 pages. By comparison, the quick start rules for The Expanse were 42 pages. For The Witcher TRPG (called Easy Mode) they were 32. For Cyberpunk Red Jumpstart Kit, two booklets were a total of 98 pages — including a lot of flavor text. In terms of crunch, Dystopia 23 pummels those quick start rules into the ground.

When the Dicegeeks podcast interviewed Dystopia 23’s creator, Jason Carruth, he made no bones about how he loved to see a lot of crunch in a game. He reveled in the joy of designing crunchy games.

Before I cover the mechanics, however, let’s talk about the setting. Dystopia 23 covers familiar cyberpunk ground. The game takes place in the 23rd century. After economic collapses and mismanagement, the corporations have become the power in the world. Hordes of impoverished people struggle in the sprawls — vast favelas and slums that buttress up to the walled cities where the middle and upper classes live. Sprawls are unpoliced anarchy, which gangs and other various power brokers seize upon to exert control, often with as careless disregard of human lives as corporations. Even the cities are divided, with corporations having purchased areas for their exclusive use.

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The Party Always Comes First

The Party Always Comes First

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One often learns about small, independent, or quirky games from game store owners or fellow RPG enthusiasts. So it was from a friend and player in my ongoing Star Wars campaign that I heard about Party First by Gamenomicon published in November 2019. This rules light game has some intriguing mechanics and a setting waiting to be fleshed out by the ambitious game master.

After reading it, I imagined a group of friends were together one evening and wanted to roleplay, but they did not have their rule books and did not want to be weighed down with a lot of runway to get to a game. Pure speculation, but it has that feel that players can pick it up fast and be gaming in minutes. The book is only 46 pages. 46. I do not have a source book on my self that is that short, and while the brevity speaks to a rules light devotion that does not mean that the system is not well thought out or complete.

The setting is a familiar yet alternative Earth. I have long been interested in history, and World War I, the fall of the Russian Empire, and Rasputin have always been of interest. Party First hits all of that sweet spot for me. However, it is not Earth. Countries and people have recognizable but different names. Rus for Russia. Anglia for England. Dervish Empire for the Ottoman Empire (another particular area of history I enjoy). Vladislav Lesnik for Vladimir Lenin. All of these are laid out in an alternative history.

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After Action Report: Gen Con Online

After Action Report: Gen Con Online

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Gen Con is a major — the major — tabletop gaming convention of the year. 60,000 gaming enthusiasts arrive in Indianapolis (where the con has been held since 2003) to participate in thousands of board games, card games, miniature games, role-playing games (including live action), seminars, reveals, auctions, and cosplay. And more. Spread across the Indianapolis Convention Center, multiple hotels, and Lucas Oil Stadium, the scale of Gen Con is unmatched.

However, with COVID-19 disrupting major sports, shuttering millions at home (who are fortunate enough to work from home), and sparking debates about masks, conventions big and small canceled in-person events months ago. San Diego Comic Con. GaryCon. Origins. Who’s Yer Con. TravellerCon. Gen Con. Many have attempted some sort of online alternative, a path Gen Con 2020 followed.

Gen Con undertook the challenging task of offering an extensive virtual convention, featuring many tabletop gaming sessions and the sprawling, chaotic, glorious Dealer Hall of gaming companies, artists, dice creators, and many others hawking and showing off their goods. In past Gen Cons I have run games, participated in seminars, and spent hours roaming the Dealer Hall. From Thursday evening to Sunday afternoon, my weekend would be little else but gaming, shopping, and some sleep along with visiting a food truck to scarf down a meal between. This year would be different.

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Protect the Frontier: Star Frontiers Roleplaying

Protect the Frontier: Star Frontiers Roleplaying

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When I think back all those years ago about visiting a Waldenbooks in the Terre Haute, Indiana mall, I can never firmly, confidently say whether I bought the boxed set of Star Frontiers or Traveller. My hunch is that it was Star Frontiers, the science-fiction role-playing game by TSR (the company that Dungeons & Dragons co-creator Gary Gygax founded with Don Kaye and Brian Blume) that came out in 1982 – really, a response to GDW’s Traveller, published in 1977. While Traveller, which I had shortly after Star Frontiers, if that’s the correct order, became a personal favorite from then on, Star Frontiers still conjures fond memories.

While the community for Traveller is thriving thanks to Marc Miller’s (the creator of the game and co-founder of GDW) smart decision to retain ownership of the game post-GDW, which has allowed multiple editions to be published over time, Star Frontiers does not have the benefit of official support since the line was ended by TSR in the 1980s. Hence, the game lives on only within a community of gamers who still play it, though they actively do so along with fanzines.

Gen Con has a session or two of it every year it seems, and the Facebook Group, Star Frontiers: Alive and Well, has 2,800 members. Indulging in a bit of nostalgia, I purchased a PDF and print-on-demand hard copy of the game, Star Frontiers: Alpha Dawn. This is a version of the original boxed set, including the Basic Game Rules book, Expanded Game Rules book, and the adventure, Crash on Volturnus.

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The Dark Corners of Cyberpunk 2020‘s Night City

The Dark Corners of Cyberpunk 2020‘s Night City

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Cyberpunk as a term covers a broad vision, from Philip K. Dick, to Blade Runner, to The Matrix, to Snow Crash, to Transmetropolitan and many beyond. Cyberpunk is recognizable while being open to many artistic points of view. The audience’s understanding and vision of cyberpunk is also theirs. Thats part of what keeps cyberpunk alive, this ability to share some basic concepts but in many guises.

Like much else with genres, each person has touchstones of their encounters with the genre that defines what that genre is to him or her. Unlike settings such as Star Wars and Star Trek, whose basic themes and style were laid out by their creators — George Lucas and Gene Roddenberry, respectively — and which thrive on exploring those universes, your feelings on what cyberpunk is are probably largely driven by your first interactions and that creator’s particular view on cyberpunk. Rather than the singular artist who created Star Wars and Star Trek (at least initially), cyberpunk was created by multiple artists, even if it had leading lights. Also, this is not to say we are not open to expanding and incorporating additional inputs, only that what we may typically think of a cyberpunk is rooted in our first interactions with the genre.

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Fight the Conspiracy or Join It

Fight the Conspiracy or Join It

X-Files

 

In 1993, I for some reason started watching a new show called The X-Files from the pilot. It was a lark. A few weeks prior, I had started my first job after graduating from university. I did not make much money, and in those days, Friday night television often featured the science fiction shows. Anyway, I started watching The X-Files and was hooked on Chris Carter’s drama. While never a believer in either UFO abductions or deep state conspiracies, I enjoyed watching such fare.

For some reason, the early 1990s spawned conspiracy-based, dark horror games like Dark Conspiracy and Delta Green, a sourcebook for Call of Cthulhu. Maybe it was the end of the Cold War and the need for something to haunt our thoughts when the fear of global nuclear holocaust dissipated with the collapse of the Soviet Union. All those years of nuclear terror found an alternative outlet for our existential fears.

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Exploring Post-Apocalyptic Poland in Twilight: 2000

Exploring Post-Apocalyptic Poland in Twilight: 2000

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Twilight: 2000 (GDW, First edition box set, 1984). Click for bigger versions.

I have vivid memories of receiving the boxed set of Twilight: 2000 in 1984, cracking it open, and diving into its dark and gritty world. Each generation that spent its formative years growing up during the Cold War has its memories attached to that long, usually dull, and occasionally terrifying epoch. The Korean War. Sputnik. The Berlin Wall. The Cuban Missile Crisis. Nuclear raid drills. The Vietnam War. The invasion of Afghanistan. The Olympic game boycotts. Fraught meetings between leaders of the USA and USSR. Numerous proxy wars and insurrections. Eventually, the Soviet Union and its Warsaw Pact allies crumbled in a series of revolutions — some soft and some hard — and it all seemed then a distant memory.

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The Mechanics of a Post-Apocalyptic World: Degenesis Rebirth and KatharSys

The Mechanics of a Post-Apocalyptic World: Degenesis Rebirth and KatharSys

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Degenesis Rebirth
Six More Vodka

In early January, I was at my local game shop (Hero’s Emporium) chatting with a clerk. I was there to run a game and was awaiting the players to show up. As gamers do, we talked about all the games we wanted to run, and he brought up Degenesis Rebirth. I scratched my head. “What is this you speak of?” He found an online trailer (and another). I then found their website (now replaced).

You may recall that in late 2019, Black Gate published a couple of articles (encountering it at Gen Con and discussing the setting) about the game they discovered at Gen Con. Those articles dive into the stupendous design and thought of this game by a German company called Six More Vodka. I will simply add that these are some of the most gorgeous RPG books ever created with one of the most interesting and thorough settings, and like E.E. Knight, I have been obsessing over them. Six More Vodka recently relaunched their website dedicated to the game with a ton of short fiction and setting information and — everything in digital format for free. Free. FREE. Did I say, “Free”?

Set in a world centuries after a series of asteroid collisions with Earth, Degenesis Rebirth’s games take place in a post-apocalyptic world. The asteroids carried (or did their destruction and opening up of the Earth allow something to escape?) an extraterrestrial substance — spores, etc. — that infect the land and people, twisting both to unrecognizable and dangerous new things. This infection upon the land and people was rightly called Sepsis. As Europe and Africa recovered and adapted, a number of cultures and societies (called cults) have established or compete for dominance.

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