[firefly] Random NPC Reaction Table

When you meet someone new in the Verse, roll a d20 on this table for their reaction to you:

11 or higher: They respond to you like normal people. (Whether hostile or politely is up to the GM.
9-10: They will quote something witty that a friend of theirs said this one time in a somewhat related situation.
7-8: They will reference a witty quote as above without explaining it entirely.
6: “The faux-Western aesthetic of the Rim is so cool!”
5: “Space is rugged and rustic, and feels really lived in!”
4: “You really have to treat your ship like a member of the family.”
3: “The conflict between the Rim and the Core is so dramatic!”
2: Their faux-Western accent is double-strength. Roll again. (This effect stacks.)
1: This NPC is a Dissenter. If any character enacts one of the above traits, they will corner them and start arguing with why it is stupid.

If you display or feign agreement with their displayed trait, they will have a 75% of normalizing their behavior as if they rolled 11 or higher.

If you express a lack of understanding to their displayed trait, they will have a 50% chance of entering frenzy, a state in which they will be fixated on explaining their position to you.

If you quote part of a quote their know of, they will have a 25% of entering trance, a state in which they will start enacting the scene in their memory to completion.

(With love to Firefly fans. We’re usually rolling on a d12, despite their best intentions.)

The Glory Of Spreadsheet Games

I was thinking about which game genres I really loved, which gaming moments I really want to capture in my own design, and I think I haven’t spent enough time on spreadsheets. Here I sing: in defense and praise of spreadsheets.
Stars! was a 4X turn-based game of interstellar expansion, industry and war. There was one panel featuring colored disks and small triangles and lines, but otherwise you were treated to a glorious interface of numbers and columns as you built fleets, set waypoints, tweaked %s and queued up industrial production.
This was a favorite in my high school geek circle, and we tried in many different ways to work out a proper multiplayer system for play, though ultimately we settled for comparing our solo exploits.
Master Of Orion 3 has particular nostalgia as another 4X turn-based strategy game, again of interstellar stomping, and while there were many more graphical aspects of gameplay, the height of mastery was, indeed, delegating as much as possible to awkwardly intelligent governors, and overseeing the production queues of your planets from a high-level spreadsheet. As I recall, zooming in provided a more lush interface, but was for chumps.
MOO3 is the object of some nostalgia from my college days; we spent a good deal of time, again, finding enough machines to create a good multiplayer experience.
Two other 4X games – Galactic Civilizations and Alpha Centauri - had more of an interface to each of them, but they both did have powerful spreadsheets from which you could control the destiny of worlds and civilizations.

I think that a cold spreadsheet, initially, is off-putting and a terrible way to interface with a world, but once you’ve grown your world outwards – once each row on that table references a world you’ve spent hours with previously – suddenly this high-level view is the only way you can keep your grip on a sprawling empire, and the best way to dive headlong into the tedious, finicky, amazing, blissful productive work as you  make choice after iterative, addictive choice.

Some thoughts, to take away from this:
* I clearly love “space” as a theme, and the popular space opera imagination creates some material to work with, both in terms of genre conventions and in the kinds of fictional conceits that let you continue this sort of gameplay.
* I never really did have success with multiplayer for 4X turn-based strategy, but then again, I didn’t put in the kind of time or logistics into it that it required. Some modern turn-based games are smarter about making multiplayer work – so if anyone wants to try that with me (perhaps some XBLA-based Civilization Revolution), comment below.
* I’m thinking about how to make a good spreadsheet-only strategy game.
(Edit: “blissful productivity” taken from my recollection of Jane McGonigal’s book.)
(note: x-posted to G+)

[firefly] More Than Gray

This is part of a series of posts on Revisiting Firefly.

In the Western genre, beyond the tension between the West and East, you have the backdrop of the aftermath of the Civil War. A frequent Western trope is an embittered Confederate veteran who suffers as a consequence of the war, and seeks out the frontier.

Firefly, as a Space Western, aligns with this. We have an embittered veteran from a rural society who failed in resisting a conquering force, and resigns himself to the frontier and the nobility of self-governance.

But: is this what you want? If we’re supposed to (generally) root for motley rogues against the might of the Alliance, what does this mean for the players? If your Browncoats are nothing more than Confederate analogues, many players are going to have trouble with that. What can we do differently?

Problem: In The Shadow of Old Stories

Here’s the premise of the Unification War: the Core wanted to expand its civilized (and cumbersome) reach to the Rim Worlds, who resisted because they wanted to govern themselves without the meddling of a strong-willed government. One problem with that is this aligns to a narrative as old as the Civil War (sometimes called the “Lost Cause” lore), pitting it as a battle between a strong federal government against scattered states about the right to live a way of life.

This is, of course, not the only narrative or even the dominant one regarding the Civil War; economic, governance and human rights issues are more traditionally at the fore. If we follow the analogue: the lore of Firefly can awkwardly seem to enshrine one peculiar and ideological view point.

If we don’t want to replay old stories, we need to make new ones.

Solution 1: Questions of Power

Let’s revisit the premise of the Unification War, adding more causes (beyond the romantic vision that loyalists would tend towards). By doing so, we can do more present alternate metaphors, and establish that the Core/Rim conflict is not necessarily a rehash of an American Civil War.

Let’s use a more modern notion of war: instead of abstract causes, a political body will only fight if given concrete reasons. Let’s breaks down into two things:

  • Resources (economic base / economic constraints)
  • Control (extending influence / preventing chaos)

When depicting a world, think about which side they picked in the war, and show how a conflict over Resources and Control defines the Rim/Core relationship.

Example: The crew are visiting the settlement of Veldt Canyon. The Resources at stake here are a rare kind of berry that had a high rate of return elsewhere; they resisted Unification in order to resist trade liberalization and protect the monopoly at the heart of its economy. Their resource constraints are a lack of spacefaring infrastructure; they remain dependent on beneficial deals with spacers.

The Control at stake was preventing two older families – both with bloodlines dating back to the first arks – from continuing a bloody vendetta (fought through proxy warlords and mercenaries) which has dominated Veldt power dynamics. In the wake of Unification, the Amir family was installed as Lords and oversaw a trade agreement with Londinium; the Gao family was exiled. (Plot hooks: the crew seek to broker a trade relationship on behalf of the Trader’s Guild, but are competing with the newly returned Gao brothers.)

Solution 2: Many Histories

There is no shortage of revolutions and insurrections in history. Give the Browncoats them grounding in something else: the Republican resistance during the Spanish Civil War or the attempted coup in Moscow in the 1990s. Don’t create a pure analogue or proxy to a past example; but use the inspiration to create some alternate models that defy expectations.

If you broaden the Browncoat narrative, you can establish that this is not a mere proxy nor a historical analogue. Instead, each different Browncoat (and each different Alliance loyalist) is a new chance to ask the question: what is the definition of “liberty” or “order” that they seek, and what made them willing to kill for it?

Example: The redsash brigade are one of many Browncoat factions that joined from the Veldt Lowlands – each connoting their ideological bent with their faction’s sash over their standard dusters. The redsash in particular were tied to lowlands religious communes that were once a counterpoint to the larger enterprises in the canyon.

The redsash brigade was quickly decimated in an early encounter with the Alliance. (Some partisans allege that the Gao family of Veldt Canyon coordinated this to remove problematic elements from their joint forces.) What you don’t yet know is that your engineer, Lucille, was once betrothed to one of the doomed redsash fighters.

Alternative Solution: Dig Deeper

While I talked about breaking genre patterns, there’s also the idea of using the lore to dig deeper into the issues. (Credit to Jon Walton for the ideas/brainstorming.) Consider:

The Browncoats originated as a private security force on the frontier of the Verse, usually in the employ of the Lords or Mining Corps that ran the Rim worlds. At their best, they were known for a quick and effective kind of “frontier justice” that responded to problems, but in reality, they were known for a great deal of corruption and brutality in their ranks, enforcing a rule by a wealthy elite. You can quickly see how this escalated into misgovernance of the Rim worlds, and why the Alliance would have clashed with the Browncoats. You can also see how there are differing definitions of “freedom” at play, depending on who you ask.

You can make both sides of the conflict more complicated, and echo the fundamental issues that were at play. However, in any case where you’re setting up a metaphor, you need to consider the consequences of that metaphor, and what the meaning you’re creating.

P.S. Cool off with some music

Your uncles are buried and at peace, but the stories they told you won’t be so easily forgotten or forgiven. You’re on a boat out to the Rim, and you’re telling yourself that you should be here to start over. You don’t want any trouble, and you want find any trouble; that is what you’re telling yourself, and the boat begins to descend.

Emancipator – Old Devil

Wooden Sky – Wooden Sky

(Emancipator’s albums, and especially the Safe in Steep Cliffs album, are amazingly appropriate, and pretty great.)

[firefly] more on cultural borrowing

In my last post on the use of Chinese culture in Firefly, I threw out a plot hook about a wedding tradition I read about.

Upon some further conversation, it’s possible that I may have misborrowed in my case, due to my cursory read at first. In my case, maybe me read of a “red envelope” tradition was out of alignment with it’s cultural reality, which is basically a common thing: gifting of money for weddings. I’ll try harder next time! That’s what an iterative design loop is all about.

A smart comment from Jon Walton

People tend to represent foreign cultures by emphasizing the differences, which I don’t think is always the best way to go. Sometimes its better to emphasize how different people end up in similar circumstances or have similar problems. That kind of thing humanizes people from other backgrounds rather than making them seen really alien and strange. Even if their norms and practices are different, the issues and problems and needs are often the same.

Check out his book, Planarch Codex, “a planar supplement for Dungeon World” (and a smart text about broadening the scope of your fiction).

[4e] blaster wizards is the best wizard

The Blaster Wizards, a home-brewed wizards that blasts things, and that’s about it. THere’s a few utility spells, and you shouldn’t worry beyond that.

“So what do you do?”
“I blast things with magic.”
“And?”
“Sometimes I blast them even harder.”
“…And?”
“Once in a while I blast them twice.”
“…You’re hired.

I should run a Slayer / Knight / Blaster Wizard / Vanguard Warlord 4e session some time (i.e. all classes featuring a simplified power structure).

fudge dice and their discontents

Fudge dice (also used in FATE-based games and Shadow of Yesterday) are those six-sided die with three different symbols: plus, minus and blank. They’re interested dice to have on hand.

The common use is obvious: between plusses and minuses cancel each other out, you see how much variance you have from your average skill. Ultimately, lots of resolution mechanics are basically answering this very question, and people get it quickly.

The biggest complaint I’ve gotten about this mechanic is that your results towards zero, where the plusses and minuses result in the average result. The actual different may be aesthetic or haptic, but many people do feel something missing from that dice mechanic (as opposed to a 2d6+X style mechanic).

What I also like about Fudge Dice is that their three different sides are useful when you don’t actually care about the raw numbers you roll (as on a normal d6). I’m experimenting with treating Fudge DIce as ways of non-numerically generating 1/3 or 2/3 probabilities. One idea is that plusses generate succeses (just as you roll “hits” in any pool-based systems), while minuses slowly build up other forms of currency.

I’d like to see links to modern-looking and attractive Fudge dice! If I start using them regularly, I could go for some nicer ones.

Blowback RPG: Helpful Links and Resources

I’m a fan of Blowback, an RPG of spies and relationships in the vein of Burn Notice. I’ve played it before (though I could stand to play it in more campaign settings).

In lieue of an extant landing page, I wanted to pull some helpful links together.

You can buy Blowback at the indie rpgs un-store.

Blowback is a game where you play spies blacklisted after a job goes awry, and the people who care about them. You can play this game with 3-5 people, and while playing it as a single game session is fun, it’s designed for long term play. It’s heavily inspired by the American television show Burn Notice and movies like the Bourne trilogy. As much as Blowback is about pyrotechnics and car chases, it’s a fish-out-of-water premise: spies stranded without their agency, normal people swept up in intrigue. And, like all multiplayer games, it’s about relationships— how much can you ask of someone, how much can you disappoint them before they turn their back on you?

Blowback resources you want to pick up: Character Sheet (agent and civilian), Job Worksheet, Operation Plan, and an excerpt I’ve made from the book, Flow of Play and Push Pyramid reference.

I’ve previously written about its push pyramid mechanics, and I’ve posted an AP about a great GenCon session based in New Orleans.