QUICK-START SCIENCE FICTION ROLE-PLAYING
Never done any Science Fiction gaming before?
Are you a Fantasy fan and fancy a change of scenery? Here are a few handy
quick-start tips to make the transition smoother. By
Jonathan Hicks
DEALING WITH TECHNOLOGY It's not necessary for a GM to know the ins and outs of how
space gear works; such as communicators, lasers and space suits as these
items are simple tools to aid the players and nothing else. The functions
will be explained in the core rules of the system you are using. There comes a time, however, when these items need to be
addressed in game terms to ascertain an outcome. For example, let's say Boris and Frank are floating around
outside a spaceship - suddenly Frank hits Boris with a spanner - but what
kind of damage would a spanner do to a spacesuit? How much protection would
Boris get? Most items are covered in sci-fi games and they're damage
limitations are detailed, but not all are given that kind of attention. To
deal with this, consider the following - 1 - How large is the item and what is it's
function? The bulkier the item, the more damage it
can take, but remember that an item can still be delicate no matter what its
size so allow for that. 2 - What source is it taking the damage from? Being hit by a
fist or blasted by a plasma cannon? The destructive
force of the hit should have a say. 3 - What is the item made of? Plastic, cloth or molecular
aligned steel? Its resistance to damage is a major factor. TECHNOLOGY AS A GAME AID
There comes a time in every GM's experience where a piece of
technology seriously unbalances a game. These can either one of three things: 1 - An item in the game that is powerful and the PC's get it. 2 - An item designed by a GM. 3 - An item designed by a player. The item can be anything, from a really powerful weapon to a
really good scanner, so to help balance the game here's a few ideas on how to
deal with it: 1 - The item is good in one respect but bad in another. For
example, a riflescope - good at zeroing in on static targets but terrible at
tracking moving ones. 2 - The item is vulnerable. It may be a handy bit of kit but
it's really prone to damage from even the slightest source. 3 - Prone to failure. Excellent machine, bad breakdown rate or
in danger of exploding, making the PC's unsure whether to use it. 4 - Everyone wants one. The item is so good; it's prone to being
stolen. MAKING SPACE VOYAGES INTERESTING
Those long treks between stars can be over in an instant or
spread out over days depending on what galaxy you're in, but in any case the
PC's will be spending time on board starships in those games that span across
star systems. The words 'right, you're there' may work in some respects but
hardly helps the players suspend their disbelief. There are things you can do to make the journey interesting. 1 - Just ask what the players will be doing for the duration and
describe the journey in detail. If there's nothing important happening just
give a description. 2 - If the journey is a long one, then get some interaction
between the players and NPC's. Conversations so that the game up to that
point can be reviewed and plans made. Describe the hum of the deck plates,
the flashing of the panel lights, the swirl of the
stars outside the hull. 3 - Create a problem. An NPC turns out to be dangerous, an alien
life form is loose on the ship or the vessel is attacked or hits something.
Whole scenarios can be played out with panic on a starship and makes for some
genuinely scary games - after all, where can the PC's run to? 4 - Choose a starship with character. Perhaps the vessel is old
and broken and a cause for concern. Or the vessel is new and expensive and
woes betide anyone who scratches it. Or it is huge and glamorous, like a
liner, with plenty of games, shows, NPC's - and intrigue. Or it's a
battleship, crisp and clean, or a pirate vessel, hunted and feared. Or it's
so alien that the PC's don't know what to make of it! Give the ship some
internal character, like a gurgling conduit that everyone knows that if they
tap it it'll stop. The names of vessels are important, too. What ship would
you board? The Soaring Angel or the Third Time Lucky? Add to that the fact
that names can be deceiving... CREATING, GAMESMASTERING AND ROLE-PLAYING ALIENS
Creatures from outer space! How can a GM effectively portray
something that has no place in human consciousness? Well, in truth, they
can't, but here are a few ideas on how to give your aliens that slight edge
that makes them out of this world. 1 - Concept. What is the alien's purpose? Is it part of a
human-like society or is it a beast with teeth and claws? This is like giving
a alien an intelligence level, from the ignorant
beast to the highly developed being. 2 - Visual. What does it look like? Mammal, Reptile, Amphibian?
Natural History books and even tomes about dinosaurs is a must - you can get
some great visualisations and simply saying 'it looks like a walking ant' can
do the trick. 3 - Personality. Is it friendly with human traits? What does it
like or dislike? Aliens may have a moral outlook on life that vastly differs
from human, such as finding gladiatorial games acceptable or eating their
mate! To the alien this is perfectly normal so there may be conflict there.
Basic emotions may be shared, such as love, anger, hate etc. but how the
alien acts on these feelings may be different. Perhaps the aliens don't know
the concept of hate, or lying? Just a few notes on what the alien understands
can make a lot of difference. 4 - Society. What kind of world does the alien come from? Is it
a democracy, or a dictatorship, or even some kind of monarchy? Perhaps the
world has no leaders and they simply live there. Maybe they share a hive mind
and only function as a group. The environment can make an impact on how the
alien acts and reacts, or how they view their surroundings or fellows. 5 - Sound and movement. Do they have any physical traits you can
re-create yourself. A tick, maybe. Or perhaps they have arms that bend in
different ways when they converse. Perhaps heads and limbs jerk with insect-like
movements, or they permanently have their mouths down turned like they are
constantly upset. Remember that giving the alien personality is the key thing but
that personality must be influenced by the aliens
environment and view on life. You don't want men in rubber masks with quirky
things that make them appear like aliens - you want a fleshed out being or
creature with a reason for existence. Think of it this way - you're a TV show
with a limitless budget. Don't restrain yourself. HOW TO CREATE SPACE GAMES IF YOU’RE FROM A FANTASY
BACKGROUND
The truth is, designing a space-based campaign is relatively
simple and follows pretty much the same rules as a fantasy-based campaign.
You have your plot, your setting, your players and your goals. If you think
of the 2D to 3D rule then that makes it simple - in a fantasy game you're
pretty much limited to a 2D landscape, trekking across fields and woodland
and over mountains fighting and being a hero. In space games you're in a 3D
world, where you can also go up - far, far up. What is the difference between two kingdoms and two planets?
Nothing, other than the means of transport to get to either one. Change the
horse for a hovercraft, change the tall ship for an interstellar spacecraft
and you're already halfway there. Then you've got the technology. Most of it is window dressing so
don't worry about what it does. How does it work? Who cares? As long as it
does what it's supposed to do then it doesn't matter. Then swap swords for blasters, bows for plasma guns, shields for
energy protectors. A suit of armour can be a power suit, a catapult a piece
of plasma artillery. Your castles are your fortresses, your dungeons your
mountain research complexes, your way stations your space stations. Wizards become psychics, necromancers become re-animation
scientists, and alchemists are simple chemists. Your
Orcs, elves and lizard men are your aliens; your
dragons, demons and wyverns are your beasts on the moons and on the
unexplored planets. Kings are Stellar Emperors. Knights are Space Marines. And your
lowly kitchen boy is the floor sweeper on an interstellar starship, blasting
from star to star with an eye for discovery and adventure. The two are not that different. There are very few things to
change, except for the following - 1 - It's handy to have some knowledge of what lies between the
stars; nebulae, asteroids and the like. This is mainly for descriptive
purposes but can be handy in certain situations. 2 - Make sure you're familiar with the setting and what the players
can/cannot do in general terms. Many technical questions will be asked and
can be answered with a simple 'yes' or 'no', but there's bound to be
surprises. 3 - Have the available locations handy. With faster than sound
planetary travel and faster than light space travel the PC's can get to where
they're going pretty quickly. 4 - Be descriptive. In fantasy games the landscape is quite
standard and easy to visualise, but in sci-fi there can be a vast amount of
alien worlds and settings in space that are vastly different from our own
world. Even if you just say the grass is brown and the sky is pink - alien
landscape. In time you could be talking of natural glass spire formations,
crystal waterfalls, and acid lakes and phosphorous clouds without a second thought... |