The Krissethi mafia is a powerful
threat, but the greatest of Krissethi criminal organizations is the
syndicate known as “The Seven.” This organization is run by seven
different clans, and they are influential and powerful enough that
some fear they may even be able to compete against the ruling clan of
the Krissethi. Their goals seem simple—they wish to accrue power
and wealth to rise to the top of Krissethi society. The Seven focuses
on quick roads to power, and utilizes a wide range of illegal
activities to gain wealth and influence. Smuggling, hacking, theft,
extortion, piracy, and poaching are a few of the main activities the
organization is known for, but they also enjoy profits gained from
“legitimate” businesses such as casinos and off-world importing.
Of course, investigations into these businesses have proven that the
crime syndicate is quite skilled at keeping illegal activities
beneath the radar, and their money-laundering methods have been
difficult to track. It always seems that proof somehow evaporates
just before the Union Guard arrives...
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, December 31, 2013
Monday, December 30, 2013
Organizations in Solar Echoes (part 1)
There are a variety of organizations in
the Solar Echoes universe, ranging from legitimate corporations to
the mafia to groups with bizarre ideologies. We have detailed a few
of these organizations in our books, but the universe is a huge
place, so MC's are encouraged to design their own groups to fit their
particular campaign. We offer some guidelines towards developing your
own organization: What is the organizations goal(s), and how far
might it go to achieve that goal? Who is in that organization—is it
primarily one race, or a variety of the alien races? Are the members
of the organization aware of its goals, or are they participants in
something bigger than they understand? There are a number of
questions to ask when forming your own group, and this week, we'll
examine the details of a powerful group in Solar Echoes...
Tuesday, December 24, 2013
Alien Gift Guide: Solar Echoes Discounts
Merry Christmas!
What should you
buy your alien friend? Gift-giving among the different alien races in
Solar Echoes can be very difficult, if you are unfamiliar with the
various cultures. Giving the leafy Erwani a bouquet of flowers is
considered extremely insulting and barbaric—Erwani instead prefer
to sink their roots into soft, fertile, premium soil, so brand-new
hydroponic shoes filled with top-grade soil will do the trick. The
reptilian Krissethi are relatively easy to shop for, as they enjoy
expensive jewelry and gaudy clothing, hunting weapons, preserved
animal trophies, or even small, live animals for snacks. If you or
your friends are unfamiliar with the alien races in Solar Echoes, how
about introducing them to the Solar Echoes universe, with the
Player's Guide or Mission Controller's Guide?
Discounted Solar Echoes Guides:
We are excited to
hear your thoughts about Solar Echoes. Please feel free to email us
any questions or comments about our game at support@solarechoes.com,
and we look forward to your reviews.
Thanks again for
your support, have a Merry Christmas, and have fun playing Solar
Echoes!
Andy
Corefun Studios,
LLC
Holidays in Solar Echoes (part 2)
Cultural celebrations vary in the Solar Echoes universe. The Chiraktis revere their leader, the Queen, as a god, so holidays in Chiraktis culture are about honoring the Queen in some way. By comparison, the Krissethi race is very materialistic and is focused upon status and wealth, so Krissethi holidays often involve giving gifts to those of higher status, competitively purchasing expensive items to try to out-do other gift-givers. The Erwani observe a day each year in which they silently honor their elders, who deliberately seclude themselves from modern day culture.
Monday, December 23, 2013
Holidays in Solar Echoes (part 1)
What kinds of holidays are celebrated
in the Solar Echoes universe? Holidays stem from cultural traditions,
and when considering some of the alien cultures in Solar Echoes, it
would be interesting to imagine what types of holidays they might
celebrate and which holidays they wouldn't. For instance, consider
the Archaeloids—their young are born of eggs in the deep oceans on
their home planet, and the young must fend for themselves without
parents or family to help. It is not until they reach maturity that
the survivors are welcomed into Archaeloid society, so the day of
their entrance into civilization (also seen as the day they escaped
from the wilds) is celebrated. The day of their birth is uncertain,
so birthdays are not even considered as a holiday worth celebrating
in Archaeloid culture.
Friday, December 20, 2013
Markets and Economies in Solar Echoes (part 5)
The level cap in Solar Echoes is
currently at level 20. When players are in their late teens, so to
speak, they may potentially be very rich and might be able to afford
to build not only their own customized starship, but possibly even
their own space station or terra-form a planet to start their own
colony. The MC should be imaginative and allow players to pursue and
achieve ambitious goals for their characters. Campaigns can start to
become dangerously difficult to manage when character levels are so
high, so the MC may need to do a lot of extra preparation to create a
reasonably challenging environment for the characters. At such high
levels, it is realistic that characters may have major impact upon
planetary markets and economies. The universe is a big place, but if
the characters have a huge presence across the worlds, then it is up
to the MC to bring them up against equally powerful organizations or
individuals. The most deadly alien threats are always lurking at the
edges of uncharted space, so it might be time for the characters to
encounter them in a big way. Some of the largest criminal
organizations that rival the power of the characters should bring
some pressure against them for their obvious presence and the impact
they have upon the worlds. Having a lot of money and power in Solar
Echoes will bring forth challenging threats that seemed unconcerned
with the characters in the past.
Thursday, December 19, 2013
Markets and Economies in Solar Echoes (part 4)
Buying weapons, armor, and even
starships is not the only way players will be spending their
character's money. The Union Guard, which is the special op's force
the characters are part of, does pay the characters for their work
but does not cover all expenses they might incur. Players may decide
that living at UG headquarters is not their first choice of residence
after a while, and may give up the free room and board to find a
place of their own. Traveling through space, even if the players have
bought their own starship, costs a lot of money—starship fuel,
maintenance, and repair can be costly. If players really want to get
from point A to point B quickly and not spend weeks or months in
space getting there, the use of a Warp Gate is extremely expensive.
There are many reasons that players will want to see their money grow
through investing; leaving it in the bank might not provide the team
of characters what they need to achieve their goals. The Mission
Controller in a Solar Echoes game should be careful not to give out
too little or too much to players for mission rewards—amounts are
detailed in official Solar Echoes missions, but for
individually-developed campaigns, it is a good idea to slowly ramp up
financial rewards and not allow things to become unreasonable. If the
players can barely afford to buy their own ammunition, or if they
have managed to buy a fleet of starships that rivals the Union Guard,
then the MC is doing something wrong.
Wednesday, December 18, 2013
Markets and Economies in Solar Echoes (part 3)
If players show interest in playing the stock market in Solar Echoes, the Mission Controller can add another layer to the experience by dropping occasional hints throughout each mission. For instance, a player might succeed at an Awareness check during a mission and notice that starport guards were listening to a newscast, and it was mentioned during the newscast that Hyperion Industries was experiencing a labor strike. Players that happened to have stock in Hyperion might want to sell immediately before the stock value drops too low. The Mission Controller could have a lot of fun with players, using descriptions about different companies and situations to flesh-out a believable universe while giving keen players a chance to enterprise on the knowledge and benefit financially. Players might even influence the course of events enough to realize that their decisions could have serious effects upon financial markets. What if the players discovered that a Farmakia orbital lab was illegally producing a forbidden product? In the process of accomplishing their mission, they might have negatively influenced the outlook for the Farmakia company behind the orbital lab, and if they play their cards right, players might just be able to make a profit in the stock market by investing in a rival company. When the news of the illegal activities reaches the media, Farmakia stock would plummet and the stock of its biggest rival would skyrocket. Insider trading? Sure it is, and it's up to the MC to determine whether or not shrewd players should be rewarded for their cleverness.
Tuesday, December 17, 2013
Markets and Economies in Solar Echoes (part 2)
Throughout the development of your
character in Solar Echoes, you will find a variety of ways to spend
money. At first, mission rewards and the sale of unwanted items found
on missions can provide enough credits (the standard form of money in
Solar Echoes) to buy new armor, weapons, and other items. However,
larger purchases can be made later in the game, such as the purchase
and customization of starships and possibly even your own orbital
space station! But credits aren't just given away in Solar
Echoes—characters would do well to invest in the stock markets on
different worlds to enhance the money they are paid by the Union
Guard for their work. In the Mission Controller's Guide, details are
provided for several different investment types and their potential
monthly gains and losses. Interest rates on loans from banks or loan
sharks are provided, as well as the interest rate on fixed-rate
investments. Of course, playing the stock market is the best way to
grow your money, but unlike fixed-rate investments, the risks and
rewards are determined by the simple roll of a six-sided die. It's
gambling in its simplest form, but despite all the theories and
strategies investors use to navigate the fluctuating stock market of
today, sometimes stock behavior really does feel like it is
determined by “the luck of the die.”
Monday, December 16, 2013
Markets and Economies in Solar Echoes (part 1)
I still remember playing old PC games
about space exploration where earning money was best accomplished
through trade between planets. It was fun buying an item cheap on one
world and then selling it for a high price on another because of the
demand for that item. For instance, while a rocky, mining world might
have tons of iron ore available, consider the need for raw materials
on another world such as a gas giant, with the population residing in
orbiting space stations. They'd pay high prices for the iron ore, and
it would be easy to sell it there for huge profits. Of course, when I
played these games I had to be careful, because if I saturated the
market with a surplus of iron ore, the price the people paid for it
would drop due to low demand. We have a similar system in Solar
Echoes, and have detailed a number of planets in the Mission
Controller's Guide with information about how certain commodities
will be received depending on the planet. Here is an example from an
icy Archaeloid planet called “Keban Shuul,” where its moon is
heavily mined and the planet's surface is primarily water: Contraband
(-15%), Food (0%), Lifeforms (-10%), Luxury Items (-10%), Medicine
(+10%), Precious Metals/Gems (0%), Radioactive Materials (+10%), Raw
Ore (-20%), Refined Ore and Alloys (-10%), Synthetic Materials
(-20%), Technology (+20%)
Friday, December 13, 2013
Civilizations in Solar Echoes (part 5)
Beyond industrial societies are Inter-stellar societies, the current level of civilization for the characters in the Solar Echoes game. This type of society is able to easily travel at faster-than-light speeds, so inter-stellar travel is routine. Trade and exploration among the different planets is common, which has allowed various cultures to come into contact with each other in a manner not much different than traveling overseas would be for us. However, this level of civilization is not the last level we have considered in Solar Echoes; beyond inter-stellar societies are inter-galactic societies, which can travel between dimensions. The distinguishing factor in such a society is that energy and distance is no longer is an issue. This society ceases to be limited by technology, and its reach might seem limitless. In game terms, such a society should be very rare to preserve game balance. Advanced civilizations capable of inter-galactic travel operate beyond standard game rules in Solar Echoes and are rare exceptions, possibly only encountered as plot elements. Otherwise, an extremely uneven playing field would be created and the impact of the players' characters in the story would be greatly diminished. In our own reality, it is interesting to wonder if such a civilization might exist, operating beyond the understood laws of physics and freely moving through dimensions. One might potentially classify such a race of beings as “spiritual.”
Thursday, December 12, 2013
Civilizations in Solar Echoes (part 4)
After industrial societies have
advanced, they can be classified as space-faring societies. This type
of civilization has begun to move its population into space, for
whatever reason (exploration, overpopulation, fleeing persecution,
etc.) Other planetary bodies within the same star system are
colonized, often with terra-forming technology that can provide
habitable environments. Such efforts are usually possible when
powerful nation states are allied, because wars and the threat of
conflict tend to reallocate resources away from space-related
endeavors. Consider our own stage of civilization: It is notable that
NASA space programs have been seriously dismantled while private
industries are beginning to emerge. Plans to establish a colony on
Mars are not from the government but from the private sector. It is
hard to imagine our current government allocating funds towards the
space program when so many other issues abound, so it makes perfect
sense that the private sector would begin to self-fund these
projects. Private industries may be the answer for the space program,
rekindling an enthusiasm for space exploration that seems to have
been forgotten in the last few decades. Is our own society beginning
to approach the means of becoming a space-faring society?
Wednesday, December 11, 2013
Civilizations in Solar Echoes (part 3)
The easiest type of civilization to
identify with is our own, which can be characterized as an industrial
society. This classification can cover a vast range of time, from
when mass production and technology first begin to emerge all the way
to when society is able to regularly travel to space. Typically,
technology is prevalent in industrial societies, and long distance
communication as well as instant information access is common. Most
civilizations in the industrial stage are, unfortunately, plagued by
infighting between nation states. Some parts of an industrial
civilization even experience pre-industrial living, and poverty is an
ongoing problem in both industrialized and under-industrialized
areas. When running a mission or campaign in Solar Echoes that takes
place in an industrialized civilization, the most common challenge
the MC will meet is that of familiarity. Players are most familiar
with industrialized civilizations and expect that they would mirror
our own, so the MC may find some players struggling to “suspend”
their disbelief and immerse themselves in a world that is expected to
parallel ours.
Tuesday, December 10, 2013
Civilizations in Solar Echoes (part 2)
Imagine traveling
through space and discovering an alien civilization in a
pre-industrial stage of development! We always imagine alien cultures
to be more advanced than our own, but consider that an alien
civilization may be younger than our own, or may have faced
circumstances that prevented advancement at the same rate as ours. A
pre-industrial society can encompass a vast range of development, and
could involve an agriculturally-focused civilization with the
beginnings of cities all the way to a society that has begun to
manufacture goods and make technological advances to improve the
quality of life. These societies will have a basic understanding of
science but are likely to still believe in superstitions. Illiteracy
or at least poor education will be prevalent, communication over long
distances will be limited, and travel will be reliant upon natural
means. Medicine in a pre-industrial society is most likely inadequate
to deal with disease and overall poor health, which are common
challenges for a society in this state. If players visit a
pre-industrial world, it is less likely that they will be viewed as
“gods” but may be held in high regard for the knowledge and
technology they possess, though they might also be viewed with a
great amount of distrust and suspicion.
Monday, December 9, 2013
Civilizations in Solar Echoes (part 1)
Traveling around the vast universe in Solar Echoes can bring players into contact with all kinds of alien civilizations. The Mission Controller's imagination is literally the only limit to what the players might encounter. When we designed Solar Echoes, we considered that not all civilizations will be at the same stage of development as the 7 races in the Union. Imagine journeying to a distant planet and discovering intelligent life, and those beings were only in the early stages of technological development? The first type of society that we discuss in the “Mission Controller's Guide” is Neolithic society, which is very primitive and involves the use of only the most basic tools, where the people are living mainly as hunter/gatherers. What could it mean for players when they arrive on this planet? If they crash-landed, could they find the resources needed to repair their ship or signal for help? And how would the inhabitants of the planet view the players, who possess superior technology that would likely be viewed as “magic” to primitive people? Survival on such a world might become quite a challenge when the players' weapons run out of ammunition, and the players may have to learn to adopt the use of more primitive weapons to defend themselves against hostile lifeforms.
Thursday, December 5, 2013
Exploring Alien Culture (part 7)
The humans in
Solar Echoes have a similar culture to our own, but their experience
in space and the process of colonizing a new planet has changed some
aspects of human society. For one thing, the long journey wandering
through space in the “Ark” starship convoy has given humans a
certain resilience and comfort with space travel that is unmatched by
the other races. As a result, humans all have an innate talent for
piloting in space. In addition to this, the early struggles of
managing colonization on their planet, known as “New Terra,” have
allowed humans a versatility and adaptability that gives them an edge
over the other races. The initial government in New Terran colonies
was a Meritocracy, which developed out of the needs of the early
colonies. Responsibilities were assigned to individuals with the
appropriate skills needed to keep the colony running. Decisive and
intelligent people quickly became the chosen leaders. Eventually, new
roles were assigned when people in existing roles were unable to
fulfill their duties or perform them sufficiently. The colonies
finally divided into states ruled by governors, and appointments were
made through the votes of the colonists. Now that the Human
population has exploded upon New Terra, countless disputes have
arisen over appointments, with arguments ranging beyond merit and
skill to now focus on morality and character. Voters have become very
influenced by the campaigning of individuals seeking office, and
politics have slowed practical development. If this sounds familiar,
ask yourself if you think we humans will change much in the future.
Hopefully democracy will still be in style, because things certainly
could be worse (a dictatorship, for example.)
Wednesday, December 4, 2013
Exploring Alien Culture (part 6)
Archaeloid society is influenced a
great deal by the process their young must endure to survive.
Archaeloid young are left on their own in the great oceans until they
reach adulthood, if they can survive that long. Once they have
matured, these young adults are welcomed into society and a great
loyalty exists among Archaeloid people because of the respect they
have for each other for surviving the trials of the harsh ocean
environment. As a result, their society is structured to award anyone
who has developed a strong work ethic, and Archaeloids look down upon
anyone with a victim mentality—it is their belief that no one is
owed anything. Honesty is another aspect of Archaeloid culture
because Archaeloids reflect their emotions through skin coloration
involuntarily, which has made it difficult for them to lie
effectively. However, they are quite skilled in telling only the
truths they want people to know. The other races are quite aware of
this, and in some political situations, wild accusations have been
thrown at the Archaeloids just to see if they might confess to
anything.
Tuesday, December 3, 2013
Exploring Alien Culture (part 5)
Reln society is
focused on education, and those who are awarded places in the
government have gained that opportunity through recognition of their
many degrees and academic achievements. In Reln culture, education is
a life-long pursuit, not something that stops after one or two
degrees are earned. The Reln continue their education while
maintaining full-time or part-time work, throughout their lives, and
it is only when they retire that Reln are legally allowed to have
children (Reln are able to bear children throughout their entire
life, without age-related risks.) This society has suffered what many
now refer to as “educational inflation,” where keeping a job is
about staying ahead of others, continually adding on certifications
and degrees to remain competitive. Whenever they are not working,
Reln are constantly reading or researching, with a tenacity that is
driven by an obsessive fear of falling behind. In our own world, we
only need to look around us to see the same thing happening. This is
especially present in the medical community, but is also becoming
more and more apparent in other fields. With less and less time for
children because of the demands placed upon us by our jobs, how will
the human race cope with this shift in society? We don't have the
physiology of the Reln in Solar Echoes, and educational demands push
us closer and closer to the dangers of “geriatric pregnancy,”
which begins at age 35. Will our society eventually degenerate to the
dystopian vision chillingly illustrated in the comedic movie
"Idiocracy?"
Monday, December 2, 2013
Exploring Alien Culture (part 4)
The culture of
the reptilian aliens, the Krissethi, is highly competitive and very
materialistic. Krissethi are all about status, and image is very
important in their society. Clothing, jewelry, and other displays of
wealth are a measure of one's status in this culture, and Krissethi
status is derived from their family name. The Krissethi language
itself is designed so that one must use honorifics and speak “up”
to those of higher status, which is determined by understanding the
complex hierarchy of the clans. Those of higher status may make more
demands upon people of lower clans, and though not everyone abuses
it, it is common to see people taking full advantage of this system.
The capitalistic system of the Krissethi does allow for great shifts
in power, however, as clan fame is directly tied to their economic
success. When a clan experiences failure in their businesses and
suffers financial set-backs, sometimes the very clans that had to
talk up to them suddenly find themselves in the position to require
the same. If this doesn't remind you of certain cultures in our own
world, some aspects of it are clearly here in America, though much
stronger examples of it can be seen in some Asian countries. For
example, some Asian languages are designed such that younger people
must speak up to anyone that is older, in addition to the obligation
to unquestioningly serve and obey the elders. The upside is that
Asians treat their elders with far more respect and care than most
other countries.
Friday, November 29, 2013
Solar Echoes Black Friday Sale!
Through the end of Cyber Monday, all Missions are $2 off!
http://www.rpgnow.com/browse.php?manufacturers_id=4832
http://www.rpgnow.com/browse.php?manufacturers_id=4832
Thursday, November 28, 2013
Exploring Alien Culture (part 3)
Things change from
generation to generation, and it is not uncommon to see some cultures
experience radical shifts between generations. The plant-like Erwani
in Solar Echoes have experienced a very distinct cultural shift, and
the two generations are so at odds with each-other that they cannot
co-exist. The older generation of Erwani, referred to as the
“Elders,” are naturalists and despise anything technological. The
are adamantly against the use of technology, and remained so even
during the wars against their aggressive planetary neighbors, the
Omul. The younger generation of Erwani recognized that the Omul's
technological superiority was likely to win them the war, so these
young Erwani studied and began to embrace the use of technology
themselves, even integrating technology through grafts with their
bodies. Though the younger generation was were able to defend against
and minimize the Omul assaults to protect the Elders, the Elders
refused to acknowledge this aid and attributed the Omul defeats to
their own battle prowess. The Elders subsequently banished the
younger Erwani for their connection with technology, though these
young Erwani still graciously maintain their efforts to protect the
Elders from afar. There can be notable disparity between generations
experiencing cultural shifts today, and I have witnessed, first-hand,
extreme differences between immigrants and the children they have
raised in America. In some cases, children raised in America cannot
communicate with their own parents—the children have become fluent
in English from the public school systems while their own parents
never learned to speak it!
Wednesday, November 27, 2013
Exploring Alien Culture (part 2)
While the Omul are all
about individualism and relativist thought, the insectoid Chiraktis
in Solar Echoes can almost be considered a polar opposite. Their
entire society is structured around a single point of focus--the
Queen. Her will is followed without question, and the males, or
drones, exist only to serve her. Individualism is not only
discouraged inside the hive, but punished severely. Outside the hive,
exceptions are made for the drones so that they may blend in with the
other cultures and quietly pave the way for Chiraktis expansionism.
Even the names of the drones reflect their ideology—in the
Chiraktis language, each name is merely a number. Lying or dying for
the Queen is considered a great honor, and Chiraktis drones are
fiercely loyal to her. However, it does seem that the longer a drone
is away from the hive and its brothers, the more the influences of
other cultures appear to have an effect. Some drones have even
adapted rather well to life outside the hive, but if there is even an
imagined lapse in their loyalty or quality of service to the Queen,
these “defectors” are hunted down and killed quickly for their
betrayal.
Monday, November 25, 2013
Exploring Alien Culture (part 1)
It is sometimes difficult
to imagine cultures much different than our own, but for anyone who
has lived in a different country, it quickly becomes apparent that
the mindsets of people across the world are quite varied. When
designing the culture of the amorphous, amoeba-like Omuls, we
imagined that the formlessness of the Omul itself might cause them to tend toward a
more unstructured, relativistic outlook. An aversion to symmetry
seemed another likely outlook for this odd alien race, and I found
myself thinking of a culture where, in a way, the opposite is the
case. In Japanese culture, for instance, there is an old saying: “The
nail that sticks out gets hammered down.” In this culture,
individualism is largely discouraged and conformity is praised, so I
tried turning that a little on its side when considering Omul
culture. The Omuls do not respect other Omuls that hold fast to a
single ideological position, and they have great disdain for those
that are not in the practice of changing their opinions fairly often
or viewing all opinions as equally true. For a people that believe
there is no single truth, holding to one would be viewed with great
contempt. In some ways, hasn't our own culture begun to reflect this
as well?
Thursday, November 21, 2013
Alien Life: Do we need to adjust our paradigm? (part 4)
Our last example of
redefining life in the sci-fi universe of Solar Echoes focuses on an
alien that exists outside our dimension. It is difficult to conceive
something that exists beyond our knowledge of three dimensions, as
even our understanding of the fourth dimension (persistence through
time) is influenced by our fixed existence in the present. In Solar
Echoes, there is an extra-dimensional race that is said to be
composed of pure energy, able to exist within the vacuum of space and
to move through solid matter. These aliens do not behave as we would
expect, seemingly violating the physical laws of the universe only
because they move through dimensions and are therefore not entirely
bound by these laws. Some might readily classify such beings as
“spiritual,” but we simply imply that these alien beings are not
fully understood and seem to be able to act apart from some of the
known laws of our universe. These beings are detailed in the Mission
Controller's Guide, and the MC is told that they are to be used
primarily as plot devices rather than actual threats (for purposes of
game balance.) Regardless, the concept of extra-dimensional beings
does bring up the same question again: are we being too narrow-minded
in our search for “life” in the universe by imposing our paradigm
upon this search?
Wednesday, November 20, 2013
Alien Life: Do we need to adjust our paradigm? (part 3)
We challenged the common
concept of carbon-based life again in yet another Solar Echoes alien,
one of the villains players will be likely to face when their
characters have become more experienced. This alien is not organic or
silicone-based, but entirely digital. Though it is not Artificial
Intelligence, it may seem so upon first encountering it. Yet this
advanced alien is a multitude of consciousnesses networked across all
of their starships and robotic avatars. These digital aliens did not
begin this way, but that story is reserved for those who would seek
to learn more in the Mission Controller's Guide, which has the
details about these and other alien races. Players will discover new
alien races as they play, as the MC will slowly reveal them over the
course of a story campaign. Considering this alien race, if we were
able to upload our consciousness and exist as data moving across the
internet, would this not redefine our classification of life again?
For more on this concept, I highly recommend the Japanese anime,
“Serial Experiments Lain.”
Tuesday, November 19, 2013
Alien Life: Do we need to adjust our paradigm? (part 2)
Though yesterday's article
from “The Onion” about fire-based lifeforms was a joke, it does
bring up an interesting point—are we operating on assumptions about
what constitutes life? We form our presuppositions based upon our
knowledge of this world, but what if there is life in space that
shatters those assumptions? In Solar Echoes, one such lifeform that
challenges this is an alien that is not carbon-based, but
silicone-based. Its crystalline structure allows it to exist on
harsh, volcanic worlds that would otherwise be entirely inhospitable
to life. A creature like this caused us to entirely re-imagine
certain aspects of life. For instance, how would a creature like this
communicate? What would it feed on? Does it need to aspirate, and if
so, what would it breathe? These questions and others were a fun
challenge to address, and we enjoyed developing a creature beyond our
biased concept of what “life” should be.
Monday, November 18, 2013
Alien Life: Do we need to adjust our paradigm?
Our search for extra-terrestrial life has always been based upon our understanding of life. We have been looking for planets in the “habitable zone” (also known as the “Goldilocks Zone.”) This zone is “the region around a star within which planetary-mass objects with sufficient atmospheric pressure can support liquid water at their surfaces.” We assume that all life needs the same conditions we have in order to exist. We assume that life will be carbon-based, and that it will require water. In Solar Echoes, we challenge these presuppositions by giving the very same bias to the 7 playable character races—they at first assume that all life, like themselves, is based upon these same factors. The character races in Solar Echoes are in for a rude awakening, however, when they begin to encounter lifeforms that do not fit under these assumptions.
Even though the article below is a joke (it's from The Onion, after all) it brings up this very same concept. Are we assuming too much?
Scientists theorize the sun could support fire-based lifeforms...
http://www.theonion.com/articles/scientists-theorize-sun-could-support-firebased-li,34559/
Friday, November 1, 2013
Solar Echoes 1st Anniversary Discount!
It's been exactly one year since we released Solar Echoes, and we're excited to offer a $5 discount off both the newly revised Player's Guide and Mission Controller's Guide for a short time. We will be discounting other Solar Echoes products in the next two weeks, but this is the only time to get the Player's Guide and Mission Controller's Guide at these low prices!
Player's Guide (was $25, now only $20!)
http://www.rpgnow.com/product/107296/Solar-Echoes-Players-Guide
Mission Controller's Guide (was $20, now only $15!)
http://www.rpgnow.com/product/107300/Solar-Echoes-Mission-Controllers-Guide
Since the release last year, we have updated the Player's Guide based on player feedback, now with more setting information, rules clarifications and tweaks, a few formatting adjustments, flavor text for our chapter art, and even some new alien character art throughout the book by artist Sarah Carter!
We are excited to hear your thoughts about Solar Echoes. Please feel free to email us any questions or comments about our game at support@solarechoes.com, and we look forward to your reviews.
Thanks again for your support, and have fun playing Solar Echoes!
Thursday, October 31, 2013
Alien Design (part 3)
The thin, fragile Erwani
was just not going to be as naturally strong as the mighty Archaeloid
of equal level. The socially inept Omul would not be able to innately
compete with the Reln's mastery of persuasion. However, this did not
prevent such things from being possible—it just meant that the
player had to invest in Talents that could boost his character above
his natural limitations. With the right talents, an Erwani could
become a deadly warrior and an Omul could become a master con-artist!
The talent system in Solar Echoes enables players to customize their
characters to be whatever they want them to be. Though some alien
races are more or less inclined towards certain roles, they can be
designed to fit those roles. The only downside is that if, say, an
Erwani character is designed to be a brutal melee fighter and an
equal-level Archaeloid takes the exact same path with the same talent
choices, in the end, the Archaeloid will be slightly better at it,
because of his natural Strength advantage.
Wednesday, October 30, 2013
Alien Design (part 2)
One of the core concepts I
outlined when we began building Solar Echoes was regarding the way
each playable race would function in the game. I have never liked it
in other RPG's that, through attribute tinkering (adjusting Strength,
Intelligence, Dexterity, and other scores), every race could essentially mirror another. It never felt right to me that a player
could dump all his available points into Strength for his halfling
(think hobbit) character and make him as strong, or stronger than, an
orc. In Solar Echoes, we decided that we would limit the amount of
attribute tinkering—we allow only a single attribute to be boosted,
and no further than a set maximum. At first, seasoned RPG players
balked at the idea, but once they tried our game they accepted it
readily. The attribute scores in Solar Echoes decide how many dice
you are allowed to role when attempting something, and you must pick
the highest roll for your score. The more dice you can roll, the
greater your chance at a high number. So, in a melee fight between a
powerful Archaeloid (who can roll 4 dice) and a weak Erwani (who can
only roll 2 dice), the Erwani could roll a 6 and the Archaeloid a 1,
which means that the Erwani could still beat the Archaeloid in a fist
fight with a lucky shot. It's just far less likely, when considering
probability.
Tuesday, October 29, 2013
Alien Design (part 1)
The aliens we designed for
playable characters in Solar Echoes are quite different from each
other. From the outset, the aliens were conceived based on what
creatures we thought might survive harsh environments on earth and
displayed unusual resourcefulness and adaptability as a species.
Insects were one of the first to come to mind, and reptiles weren't
far behind, which both became our bug-like Chiraktis and lizard-like
Krissethi races. We thought about the vast oceans on earth and
immediately the octopus stood out, a clever organism that scientists
have studied because of its impressive intelligence. This led to the
Archaeloid, a crustacean/mollusk combination I designed similar to a
nautilus and a lobster. The huge variety of plant-life on earth
inspired the Erwani, a race of sentient, mobile plants—how many
other sci-fi games out there have plant aliens? Very few. Then we
looked to the microscopic level, and my personal fascination with the
amoeba (and an unfinished sci-fi story I'd written years ago about
alien amoebas) immediately brought the Omul to life. Humans, of
course, had to be in the game—a character race that everyone could
identify with and was something that served as a baseline standard
for us to develop from. Finally, the mysterious humanoid Reln was
developed because we wanted something players could relate to, but
still have a unique “alien” feel without getting too bizarre.
Saturday, October 26, 2013
Design Decisions: Realism in Solar Echoes (part 6)
In Solar Echoes, equipping
your character with armor was not the only factor that helped balance
out the 5-point injury system. There were two other factors: cover,
and talents. Cover made it more difficult to hit a character,
essentially adding to his Dodge score and allowing him to avoid an
attack altogether. It became crucial to stay behind cover in a
firefight, and it was important to adjust your character's position
if an enemy managed to move to a location with a better vantage
point. Talents also contributed greatly to preventing injury, with
many Reaction-specific talents allowing the character to dive out of
the way, use something from the surrounding environment for
spontaneous cover, or even deflect an incoming attack. Though the
injury system in Solar Echoes was at first a major paradigm shift for
experienced RPG players, these same players quickly adjusted and
enjoyed our system, having fun while working better together as a
team—more than we'd ever seen in other RPG's! Mission accomplished!
Friday, October 25, 2013
Design Decisions: Realism in Solar Echoes (part 5)
The injury system in Solar
Echoes was not without its challenges, however. What we gained in
promoting team play and tactics, we potentially lost in design space.
With a fixed, essentially 5 hit point system, we had removed the
design space for weapon variation. RPG's typically vary weaponry by
damage range, so that players become excited to trade in their old
weapon for a shiny new one that does twice the damage. This was not
an option for Solar Echoes. Our solution for weapon variation was not
focused as much on damage (which ranged between 1 to 6 points,
depending on the weapon,) but instead focused on damage type, armor
piercing, effect, range, firing mode, and ammo per clip. Characters
without armor that were hit by a bullet were likely going to be in
the Seriously or Critically Wounded state. Some guns would even place
an unarmored character in the Unconscious/Dying state with one hit.
This made sense realistically, but did it work? We found that armor
was definitely helpful in reducing damage, but characters still faced
death with as little as 2 or 3 hits from a firearm, despite their
armor. What other factors made this system viable? Find out
tomorrow...
Thursday, October 24, 2013
Design Decisions: Realism in Solar Echoes (part 4)
The injury system in Solar
Echoes made a lot of sense. If your character is injured, he should
not perform as well. Penalties begin to accrue once your character is
Moderately Wounded. He suffers a small penalty to all skills,
movement, and has a little less stamina. The penalty gets worse at
Seriously Wounded, and is very debilitating at Critically Wounded.
What was the game result? It was, in our opinion, a tremendously
successful result. Suddenly, players were very concerned about their
characters and played more tactically--using cover and coordinating
with other players. No longer was grandstanding an option like we'd
seen in so many other RPG's, where the strongest character would wade
into the middle of combat while laughing at the GM (game master),
soaking up damage from multiple enemies so weaker members of his
group could attack from the shadows. Suddenly, in Solar Echoes,
allowing even one member of your group to be injured was a
performance liability that affected the entire team.
Wednesday, October 23, 2013
Design Decisions: Realism in Solar Echoes (part 3)
Once we had our injury
system in place, we quickly realized that having bloated numbers of
hit points was completely artificial. Though we had considered our
injury system as a percentage-based measurement of damage (ie, if
your character had 200 total hit points and you suffered 50% of that
in damage, you would incur the penalties we'd designed for having a
serious injury,) this violated another principle we tried to adhere
to during game design: keep things simple for fast gameplay. This was
just another calculation that players would have to make, and we
could see them making rough estimations or even forgetting to take
the penalties. Instead, we decided to make the hit points the injury
levels themselves. Slightly, Moderately, Seriously, and Critically
Wounded could all be sustained, but once a character reached
Unconscious/Dying, that character was no longer functional until
healed. Essentially, your character only has 5 hit points,
corresponding with each of the injury levels mentioned above. This
never changes—you can't gain more hit points, no matter how
experienced your character is. The question is, does this level of
realism work, and can it be fun? Find out tomorrow...
Tuesday, October 22, 2013
Design Decisions: Realism in Solar Echoes (part 2)
Most RPG's use the system
of increasing hit points and damage ranges to increase design space,
but there are some fundamental flaws to this approach. While it can
be argued that games need to sacrifice realism for fun, we decided to
focus on making a fun game that didn't sacrifice realism. One problem
we felt was inherent in the traditional hit point system was that a
character could have, for example, 200 hit points and if he suffered
199 hit points of damage and had only 1 left, he'd still function the
same, yet would suddenly drop dead if something caused even 1 more
hit point of damage. From the very beginning, we wanted an injury
system in our game so that the character would suffer penalties
proportionate to the level of damage he had sustained.
Monday, October 21, 2013
Design Decisions: Realism in Solar Echoes (part 1)
One of the core principles
that we built into Solar Echoes was the concept of realistic
injuries. Most RPG's start characters with a certain number of “hit
points,” a way to measure damage that can be sustained before
character death. Each time a character gains a new level with
sufficient experience in the game, characters are given more hit
points. This concept is fundamental to many, many RPG's because it
allows for greater design space: the more hit points characters have,
the more damage range weapons and other forms of attack can have.
This method, however, seems artificial and unrealistic; it is merely
a mechanism to create seemingly tougher threats and weapons by
increasing the number range. While it may be fun to feel increasingly
powerful as you play a game, taking on increasingly difficult
enemies, we decided to take a different approach with the Solar
Echoes system...
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