Showing posts with label gaminghistory. Show all posts
Showing posts with label gaminghistory. Show all posts

Thursday, 16 September 2010

Fading Suns - Space Opera with Boundaries


 

      In a not so distant future (relatively speaking if we are comparing to other Space Opera settings such as Warhammer 40,000 and Dune) Humanity has conquered numerous worlds thanks to the gigantic space gates. However, as with all things, there is hubris and so worlds have been lost, technology forgotten and science and magic blur in a future that seems to be at the end of time.

      At the writing of this Red Brick are in charge of sorting out a 3rd edition of a game originally created by Holisitic Designs (Some may recognise the style of art and writing from White Wolf. You'd be correct as the excellent Bill Bridges of Mage: the Awakening put this baby together). This means my books are a copy of the defunct 1st edition and all my books in pdf form (and I printed these suckers out, thank the gods for university book binding). If you are lucky you can find some of the books for sale in FLGS or online. In Paris I almost got a French edition since the French are happily still printing new material for the game.

      So what is Fading Suns? For starters it is science fantasy. There are starships, giant jump gates (more recently seen in Stargate thanks to the Ori), a lack of faster than light travel save for these jump gates, demons, psionics and theurgy. You have ancient noble houses, a form of interstellar unified church, Dune like shield fighting, an Empire racked with infighting, intrigue and superstition, and a ancient guild of technology.

     What does this all mean in play and why do I like this? OK lets talk the system, the much debated Victory Point System. This looks like, feels like and works a little like the old Storytelling system pre-new World of Darkness. You have an attribute and skill stat. Add them, that's the target. Modify it and roll under on a D20. But the twist is the higher you roll, so long as it is under the target, gives you a greater degree of success. I really like this as it then has a system for raising and lowering the target number so that you can have a) more chance of success but less degree of success, or b) less chance for success but a greater degree of success. So the system favours risk. Now the only gripe is the lamentable critical failure, where a roll of 20 is a critical fail no matter what. Now one mod often seen to remove the 1/20 chance of this is to use a 2D10 roll instead, making a natural 20 less likely (1/100) and giving a smoother range of results.

     Character creation is equally more interesting with a form of career path system, where you choose to belong to one of the big three factions (church, nobles, guild) or the few alien races, and these in turn give you options on the character career progression. So for example you could be a noble, be you need to answer questions about the strata they were born into, how their school was, and what they did after that. All of these options mean you get access to some skills over others, before a final few points are given over to the player to distribute to even out the character. Now you can do this all by points and throw out the career paths, but of course having a speedy way to make characters is good.

      With the system out of the way what about the setting? Why not play Star Wars? Why not Play WH40K? Well Fading Suns does a few things right. It's not too far in the future, making it easy to grasp and getting into as a player. Plus the focus is on purely human characters, unlike Star Wars, so it has that Firefly feel, but where the Western is replaced with the Dark Ages. But the best things about the setting? THe mythology and the inherent boundaries that are present.

      Fading Suns works on the premise that the jump gates are ancient tech from a race that no longer exists. That makes that technology something to seek out. But also the gates are activated by keys, at least ones that humanity had created. And so there is this wonderful feeling of caravans in space where guild ships guide others through jump gates to the next world. The other thing about the setting is the mysticism and feeling of the end of times. Fading Suns has the jump gates, which allow transport from one star system to another, no matter how far apart they are in real space. So stargates then. Well the stars themselves, all stars, are dimming. Yes before they are meant to, and in a way that opposes the rules of relativity and how light travels in space and nuclear fusion.Mad eh? So of course the Church and other faiths have a reason for all this (sin and demons etc).

      What about the church? Well it seems all the old faiths of Earth combined when a man found the Universal Flame (God of some form) when travelling space. But, of course, the Church is split into rival factions and each has it's own twist on faith. Add into the mix other mystics, the faith of alien races, and the issue with jumping through gates and the experience you feel if not shielded, and you have the perfect situation for tales about faith, hope, demons, sin, and the very nature of the universe as miracles are uncovered and science, faith and magic clash.

      One thing that is important about Fading Suns is the limitations of the setting. The setting has a system of known jump gate routes and the linked worlds are the Empire. There are worlds beyond these that once were part of the larger known universe, but they have been forgotten, or war has led to them being shut off. So straight away the ST running the game has a setting to run and no fear of being dropped in the deep end and having to come up with world after world like in Star Wars (it was such a daunting task). You can still do it for lost worlds where you can go exploring, but the inherent limitations make this task more manageable. It also means the game lends itself well to various levels of gameplay, be it courtly on one world, or flying to others, or even going beyond the boundaries of known space. For all these reason I love the game and suggest if you are tired of those well known Sci Fi games then you should pick this up for something that feels more mature.

Monday, 5 July 2010

Masquerade to Requiem

???? ?? ??So the third rpg that I ever bought and ran was Vampire: the Masquerade 2nd Edition Revised. It was a revelation to me. Buffy was on TV and Angel had also just started to be shown. I had also just seen the first Blade film. So really the right mix for a geeky 16 year old with goth inclination. Previously I had run Star Wars 2nd Edition revised and D&D Classic 18th edition.

???? ?? ??Vampire blew my mind. First up the ease of the system, compared to D&D, and the similarity to West End Games D6 system. But really it was the setting. Centuries old conspiracies, various variations of undead, and of course all this wrapped up in a dark modern setting. I was hooked.

???? ?? Now lets be honest here. The first Vampire chronicle I ran was filled with cliches. Oh man where to begin. It was set in San Francisco, it played up to every clan stereotype going. There was some Mayan temple. Some form of blood demon. Hey I was 16! I'm allowed blood demons froma Mayan temple near the Golden Gate Bridge!

???? ?? When I finished playing Vampire I started on Mage: the Ascension, and by this point I had gotten out of my system all the typical tropes. Thank the gods! But that is not to say that I forgot about Vampire. I now wanted to run the game set in the UK. And I was also battling the issue of Clan vs Camarilla. I was trying to figure out why the hell a vampire would really always follow the line set by the Clan. Surely the needs of the Camarilla were more important. I was really beginning the question the very heart and soul of the political setup of the game, and the way it had been presented. I wanted more conflict, but my understanding of these things was limited. I guess that is where mage came in with the Traditions and sub Traditions and crafts. I realised that this type of political landscape is what I need in Vampire.

???? ?? ??Then I picked up the Player's Handbook and in there was absolute gold. A section dealt with Clans and it started along the lines of 'You can choose your friends, and not your family'. I think it even gave an example. Such as 'It is the will of Clan Brujah' and the response being 'Yeah what ever. Fuck off!'

???? ?? ??So while I cooked the setting for Vampire Manchester (my Mage chronicle taking place in that setting), and started to think more and more about factions, and factions within factions.

???? ?? ??And then something happened. Gehenna and Vampire: the Requiem.

???? ?? Requiem had me sold with just four things. More factions, less clans, clan bloodlines, no more generation. Finally a setting could be a balance of all these Covenants, and without any being considered the bad guys (something I love hate about Mage: the Ascension by the way). With less Clans clan actually becomes more important as they become larger power blocks, and well formed bloodline rules made bloodlines respected, and feared, rarities.

???? ?? So without much effort my Vampire: Masquerade Manchester setting became a Requiem setting.

???? ??I'm now going to summarise what I like about what Requiem changed.

  • Gothic Punk no more - It was fun to begin with but after a while there is only so much you can take. The mood of the game becomes too much of a joke. Requiem's Modern Gothic better reflects the world we live in now. It's like the difference between watching Batman (Tim Burton), and The Dark Knight (Chris Nolan). Both great but one is more relevant to our times.
  • Covenants - OK I love the Camarilla. I love the Sabbat. But there comes a time where being on one side or the other becomes tiring. The way Requiem did away with that and allowed for cities to be a fine balance of power between 5 (or more) groups, while removing the idea of cities being constantly under siege/at war, made the issues for each city individual. So what if two cities have both got Invictus Princes. The problems facing each are different. One may have a Carthian uprising to deal with while the other in fact needs his Carthian allies, and Lancea Sanctum allies, and Crone allies, and Ordo Dracul allies, to defeat an incursion of VII. In one fell swoop Covenants redrew the scale of the game to local politics, where being a member of a Covenant doesn't mean you have immediate allies half a world away.
  • Clans - Choosing clans was a bitch. So many choices made character generation tiresome. Now you know what you are getting when a player says, 'I'm a Gangrel', is a particular type of vampire. Unlike when a player would being choosing between the quite similar Brujah and Gangrel of Masquerade. But with small numbers of clans comes better roleplaying. Now you cannot just assume all Gangrel are exactly the same. You are encouraged to break the mould and bring something new to the Clan.
  • ??Bloodline rules - Bloodlines are something a player can in fact create or join. Plus a Bloodline is something that can be emphasized in game as part of a character's heritage. In Masquerade the amount of Clans would make Bloodlines seem unimportant.
  • Generation gone - Generation was great. It gave a sense of lineage (some thing that the importance of bloodlines reinstalls). But it also made players slide to the inevitable hungry hippos game of munching on elders, just to score more power. The blood potency rules still allow this, but of course now that you can increase in power without going that route, munching on elders is now a major faux pas, and a wonderful short cut to power, rather than a necessity.
  • Theban Sorcery + Cruac and Coils - I love these things since it adds another layer to Vampiric power. It means you can play character like the old school Tremere with out actually all being the same fucking clan. Once more it removes the need to diablerize just to get the kewl powerz! Instead just join the Covenant you like (or steal from them!)

???? ?? ??Things I miss. The original Vampire: the Dark Ages setting but really, all things considered, you just have to deal with the Crone, Invictus and Lancea Sanctum and their associated internal factions and heresies and pretty much all the clans from Dark Ages can be represented as a Clan/Covenant/Bloodline combo.So there are the things that sold me Requiem. Hope it is of interest.