The "Gun Runners" Mission in the Solar Echoes Starter Kit has new maps! Only $3 for everything you need to play!
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.
Monday, February 29, 2016
Tabletop RPG’s Online (part 1)
I’m
not sure if it’s because we’ve all become busier or if it’s
because technology has made things more convenient, but some gamers
have been opting for online play over sitting around a table
together. I remember how excited I was in 2002 when Neverwinter
Nights released on the PC—finally, there was a way to play Dungeons
and Dragons in a virtual environment with people online! I spent many
nights running adventures for players from all over the world, and
dedicated player groups would form and come back every week for
another episode of the adventure. I would spend hours programming the
adventure beforehand, laying out maps, pathing non-player character
actions, and setting up encounters, basically pre-scripting as much
as I could anticipate...
Friday, February 26, 2016
Tips for Writing Sci-fi (part 5)
A
vital aspect of a good sci-fi story is the moment your characters
face a challenge. Sometimes the challenges your characters face are
interpersonal, and sometimes the challenges are more tied to your
plot. When you've established the world your characters live in, it's
time to let your characters act out their personalities in that
framework while dropping a few challenges in front of them and
writing how they respond. Let your characters react to events and
shape the plot itself, rather than rail-roading them down a
pre-scripted path. Writing a story is actually a lot like playing a
role-playing game, because players often do the most unpredictable
things and end up with a story to tell that is even more exciting
than you originally planned!
Thursday, February 25, 2016
Tips for Writing Sci-fi (part 4)
In
addition to characters, a successful sci-fi story has great
world-building. Why is everything the way it is? What do people wear
now, what vehicles do they drive, what weapons do they use? What is
the government of this sci-fi world like, and what were things like
before? Include information about the history of your world or
universe to explain, or at least imply (because world building can go
on forever if you're not careful) why things are the way they are in
your story. Decide on how far-future your world is, and if it's far
beyond what we know now, you're going to have to spend more time
explaining things. Be careful not to linger there too long, though,
because people really are most interested in your characters.
Wednesday, February 24, 2016
Tips for Writing Sci-fi (part 3)
Another
consideration for writing successful science fiction is that you
should write the story about the characters and not the plot. The
plot is only a framework, a playground for your characters. Drop
interesting characters into any cliche plot and you'll have an
interesting story to tell, because it's not the plot that really
drives the story, it's the characters. As an example, how many sci-fi
stories are there about rag-tag resistance armies (rebels) that rise
up to defeat a powerful and evil empire? Yet we didn't mind the
cliche in Star Wars at all, because the characters were so
compelling. Attend just about any Star Wars related event, and you'll
see people dressed up as the iconic Star Wars characters. People love
great characters, so make sure you have them telling your story!
Tuesday, February 23, 2016
Tips for Writing Sci-fi (part 2)
I
have my theories, and I know what I like, so I have a few
observations and opinions to share regarding what a science fiction
writer should consider when crafting his or her work. I think an
important step is to abandon any illusion that your plot is going to
be totally unique, thinking that it won't fall under one of the many
cliche categories in science fiction. That sounds depressing, but
don't let it be--some of our favorite science fiction stories can
easily be categorized and compared with other similar, cliche plots.
It's not necessarily a unique plot that captures an audience, but how
that plot is used to tell a story that transcends its own cliche.
Monday, February 22, 2016
Tips for Writing Sci-fi (part 1)
Writing
a good science fiction plot has become an increasingly difficult task
over the years, as the genre has exploded in popularity and is now
riddled with cliches. Have aliens traveled across the universe to
visit Earth and steal resources they could have found in greater
abundance on planets they passed on the long journey to ours? Is
there yet another bad guy that has traveled through time to
retroactively kill someone important? Has a computer AI become
self-aware and decided to eliminate the human race? There are
countless other cliches, too many to list, yet science fiction is
alive and well, generating impressive results across all forms of the
entertainment industry. Just what is an aspiring science fiction
writer to do to stand out and gain some traction in this market?
Friday, February 19, 2016
New Solar Echoes Mission, The Heist Stratagem, now available!
Go under-cover as a civilian into a mafia-owned bank, ready for a heist
that you know is coming. Use your wits to survive, your stealth to
elude, and your resourcefulness to craft weapons from common items in
the bank in order to sabotage the bank robbers. Gather secure intel off
the bank servers during the distraction of the heist, and escape with
the agent who set the heist in motion to cover your operation. However,
the police are waiting for you, and so is the mafia!
Tales from Farpoint (part 5)
Without giving anything away about the new mission that will be released tomorrow, “The Heist Stratagem” involved a lot of sneaking around the bank while the bank robbers were busy in the vault and the safe-deposit box room. The players at the Farpoint convention were great at finding useful items throughout the bank that they used to craft their own homemade weapons. The crafting system involved first noticing an item in an area with a successful Awareness check, and then also making a successful Resourcefulness check. If those checks were made, then the character knew what other items he needed and how to construct a particular item. Once he found all the items, he was then able to build the desired weapon or item, combining them together and crafting something that represented an actual weapon in the Solar Echoes game, with somewhat lower values (a crafted item isn't going to perform as well as the real thing, of course.) Look for more details later today on “The Heist Stratagem."
Thursday, February 18, 2016
Tales from Farpoint (part 4)
I
had been waiting to try a new mission I have been working on, hoping
to have a few players with a little Solar Echoes experience. I was
joined by one of the players from the first game that day, and
another player who has enjoyed Solar Echoes at a number of different
conventions, and they both agreed they'd like to try it out and be my
“beta testers.” So, I began the Heist Stratagem, a new mission
I'll be releasing this weekend that focuses on the team playing
undercover civilians in a bank. The team has been assigned this
mission because the bank is owned by a Krissethi mafia, and the Union
Guard wants some of the data on their isolated servers. However, the
UG has been unsuccessful getting any agents hired to work at the bank
and so they have embedded another undercover agent in a local gang,
and he has planned a bank heist with the gang. The time of the heist
is secretly conveyed to the UG so the players' team can be in place
and operate during the distraction of the heist. The second part of
the mission, after they've achieved their objective, is to sabotage
the heist and get the undercover operative out alive, while still
making the entire thing look like a bank heist so the mafia isn't
suspicious that something else went on! This is a complex mission,
especially because the characters will not be able to bring any
weapons or armor with them—they have to pass bank security and be
convincing civilians! The characters had to use their wits and craft
weapons and other items from simple items that were found around the
bank. There was definitely some MacGyver and Michael Westen influence
in this one!
Wednesday, February 17, 2016
Tales from Farpoint (part 3)
An
entirely different group of players played the same scenario the next
day, with different results. One of their team also had the same idea
as the player from the day before—he tried to board the smuggler's
ship. His character had actually spent some time doing some research
on the smuggler gang, making sure his disguise included the proper
gang symbols and colors. He almost pulled off the ruse, but when he
got on the ship, the smugglers all did, too. They were about to leave
to escape the UG agents outside, but this player started acting
suspicious, trying to get into the engine room (to sabotage the
ship). Even with the best disguise, some activities are very tough to
explain away with words—the smugglers finally forced him out of the
ship back into the starport, even though some thought he might still
be a new member of the gang. The smuggler's starship took off, and
the UG agents quickly boarded their own starship and gave chase.
After an intense starship battle, the smuggler's ship was too damaged
to continue, so they surrendered. The UG agents decided to try to
board the ship to retrieve the contraband, but the first person to
open the airlock door to board the ship was gunned down with focus
fire by all the smugglers. Their teammate down, the other UG agents
pulled him back to safety, disengaged their ship's docking umbilical,
sent the message: “You chose your fate,” and fired a final
missile at the smuggler's ship in retribution, blowing it to pieces.
They may not have recovered the military contraband, but at least it
didn't fall into enemy hands!
Tuesday, February 16, 2016
Tales from Farpoint (part 2)
I
always see something new each time I run Solar Echoes games, and this
weekend was no exception. When the players' team chased the smugglers
to a local starport, they had to figure out which terminal the
smugglers were using to load their starship with contraband. When
they located the smugglers, there were still a lot of civilians
walking around the terminal, so the players all tried to hide the
fact that they were Union Guard agents as they approached. One player
managed a very successful disguise check, and managed to get close to
the starship cargo bay without being noticed. When the other agents
were recognized and battle ensued (causing screaming civilians to run
in all directions), the disguised agent used the distraction as a
chance to slip onto the ship unseen, closing the cargo bay door
behind him. The smugglers were locked outside their ship and had to
face the other UG agents in battle, but then things took an
unexpected turn. One of the UG agents, who had left the group earlier
to warm up a UG starship, showed up on the scene in the starship and
started sending threatening messages to the smuggler's starship, not
knowing his own team-member was already aboard. Despite attempts at
communication, he decided to start firing missiles at the
starship...regardless of the potential damage to the starport and the
civilians. Local police quickly responded in their own starships, and
after giving the rogue UG agent an order to stand down and stop
firing (he refused), all of the police starships fired upon him and
he was destroyed. Other than that, the mission resolved nicely, but
that event was a sobering reminder that this is a game with real
consequences for actions. The players are, after all, supposed to be
working together on the side of the law.
Monday, February 15, 2016
Tales from Farpoint (part 1)
This
weekend, I attended the Farpoint Convention and ran Solar Echoes
games in the gameroom. I met a lot of great people and had a ton of
fun seeing them try Solar Echoes for the first time. This week, I'll
discuss a few of the memorable moments during our games together! To
begin, the first group consisted of four people, later joined by a
fifth. A couple of them designed their own characters and the others
decided that they liked some of the pre-made characters that were
available. After I gave everyone a briefing on the basic rules, we
jumped into our first mission. Intel indicated there was a gun sale
being made of illegal military weapons, and the players' team needed
to go break it up, and get a key person out of the situation alive.
When the team arrived at the warehouse, they detected a security
robot on partrol—a mechanized, dog-like, walking tank. One of the
team determined (with his Robot ID talent) that the robot was
over-sensitive to bright light, so the team used the headlights of
their car to blind it while attacking. They managed to finish it off,
but not before another player noticed a second robot coming around
the corner. Most of the team ran to the side of the building, but one
stayed behind and chose to drive the car into the robot, ramming it
up against the side of the warehouse. This tactic paid off nicely,
and the rest of the team was able to easily destroy the remains of
the crushed robot with focused fire from their firearms. All hopes of
a stealthy entry into the warehouse were lost—the smugglers knew
they were there from the noise--but the team was alive and well after
defeating two tough sentry robots!
Friday, February 12, 2016
Solar Echoes at Farpoint Con this weekend!
Create your own character and become a Union Guard agent this weekend at Farpoint Con! Missions run all weekend, just look for us in the game room. Solar Echoes game books available at Walt's Cards and Games.
Preparing a Heist (part 5)
One
of the last stages of designing this mission has been introducing an
event track. These pre-scripted events need to occur to advance the
story. Without them, all I'd have is a realistic sandbox for players
to mess around in, but nothing to give them true purpose or
definitive goals. These events can prompt players who might have
deviated too far off track—this is a dynamic, open-ended game, and
being part of and shaping a larger story is much more gratifying to
players than aimlessly searching for a reason to be playing the game.
Each event presents characters with a situation they must react to,
and these events are designed to challenge the players in various
ways. For instance, the first main event in the upcoming heist
mission is when the bad guys burst into the bank and quickly take
control of the environment. Over the course of the game, I am excited
to see how players will take advantage of the bank robbers during
moments of oversight, finding strategic advantages, subtly creating
problems for the criminals, or even using clever words to talk their
way towards their goals. Look for “The Heist Stratagem” sometime
in the next few weeks, it's going to be fun!
Thursday, February 11, 2016
Preparing a Heist (part 4)
The
next phase of designing this mission involved planning what would
happen if the players weren't involved. Basically, how will everyone
(the NPC's) act and conduct themselves without outside player
influence? Each time I've run a mission, players do something
different than the last group--it's nearly impossible to predict. A
large part of the fun is dynamically adjusting to the players while
still keeping the story flowing. If I've designed the scenario well
enough and defined the roles and behaviors of each NPC, then it's
much easier for the GM to create believable reactions and events in
response to the players' decisions. It's like planning a movie out
completely so it's ready to film, but then a group of new actors
shows up on the set and jumps in to improv. Or, imagine a video game
environment with NPC's operating with realistic AI, performing across
a variety of dynamic situations prompted by the player.
Wednesday, February 10, 2016
Preparing a Heist (part 3)
After
the map was finished, I needed to design the NPC's (non-player
characters). These are the people that work at the bank and the
patrons that happen to be there for various banking needs. Since
NPC's are average civilians and not trained Union Guard agents like
the players' characters, they have lower ability scores for the most
part and far fewer skills. I focused on briefly describing what each
NPC was like in appearance and behavior. I also included backgrounds,
which are small pieces of info that can be noticed and revealed with
a successful skill check. Often, this information will give players
an edge in influencing and using an NPC, but sometimes, using that
information can backfire and create an unwanted reaction!
Tuesday, February 9, 2016
Preparing a Heist (part 2)
When
I began designing this mission, the first thing I realized was how
vital it was for me to have a clear idea of the bank layout. Rather
than try to write from a visualization, I immediately began to work
on a map of the bank. This was no easy task, as it was difficult to
get much detail online about actual bank floor plans (I wonder why?
;) I managed to find some information, and after a lot of
investigating, I came up with a floor plan for a bank that felt
realistic and practical. Each area had a specific function, and the
design also enhanced the opportunities the players would have for
sneaking around during the heist. In the mission itself, there will
be a smaller, single page map of the entire bank for reference, and
four separate, full page quarters of the bank for printing and
immediate battle-map use.
Monday, February 8, 2016
Preparing a Heist (part 1)
Sometimes
I'm great at keeping secrets, but in this case not so much--I'm in
the process of writing a new mission for Solar Echoes called “The
Heist Stratagem,” which I'm hoping to finish before the weekend
sci-fi convention at Farpoint. Farpoint gamers will be the very first
to try this new mission, beta-testing it before I publish and release
it soon after. Without giving away too much of the story, I will say
that the players' team is going to get caught up in the middle of a
bank heist, and as undercover operatives, it is their mission to
achieve their secret mission goals while simultaneously thwarting the
heist. More details to come...
Friday, February 5, 2016
Alien Theory (part 5)
However,
many believe that aliens are here, either visiting earth or already
living among us. The increasing number of UFO sightings in recent
years (which probably have nothing to do with the ease of using
special effects and personal drones to create convincing Youtube
videos) suggest that the aliens are becoming far more comfortable
with us knowing they are here. It is suspected that people in our
government already know the truth, and some believe they are
withholding evidence so as not to cause mass panic (if the 1938 Orson
Welles fake radio broadcast of “War of the Worlds” is any
indication, people will indeed panic and commit suicide for fear of
an alien invasion.) It isn't a stretch to believe that our government
would lie to us--there's already plenty of history there--but is
evidence of an alien crash in Roswell really being hidden in Area 51?
One day it might be announced that aliens actually live among us,
visit our planet on occasion, or have made contact. But if that day
never comes and we are alone in the universe, it certainly doesn't
hurt to wonder and imagine—that's the stuff that makes great
sci-fi!
Thursday, February 4, 2016
Alien Theory (part 4)
The so-called Fermi Paradox
(Hart-Tipler argument) is another theory that addresses the question,
Why haven't we discovered alien life?
The theory highlights the contradiction between the high estimates of
probability for the existence of alien life and the total lack of
evidence for it. The tenets of the theory state that our sun is a
common star, and there are billions of stars in the galaxy. With high
probability, some of these stars will have Earth-like planets, and it
would stand to reason that some of these planets would therefore
develop intelligent life. Some of these civilizations would develop
interstellar travel (which we Earthlings are currently developing.)
Even if we consider that developing interstellar travel is likely to
be slow, our galaxy could be completely explored in about a million
years. When considering all this, some have pointed out that we have
no convincing evidence of aliens, nor any signs of alien intelligence
anywhere in the universe. The famous question essentially sums up the
theory: “Where is everybody?” The “Fermi Paradox” indicates
that, due to a total absence of evidence, it can be concluded that
aliens don't exist.
Wednesday, February 3, 2016
Alien Theory (part 3)
Another theory to
explain the absence of alien contact so far is that, if they ever did
exist, they are all now extinct. Considering the volatile process for
a planet to become habitable, it is very unlikely that microbes and
other forms of life could have existed long enough or be plentiful
enough that they could help balance the process. Life on a planet
actually regulates greenhouse gases such as water and carbon dioxide,
but without it, surface temperatures would be too volatile to support
life for very long because most early planetary environments are
unstable. Sudden and erratic heating and cooling on young planets
would make it difficult for early life to survive and flourish. This
delicate window of time is just one of the many factors that makes
life on another planet very, very unlikely, even if they have
habitable environments.
Tuesday, February 2, 2016
Alien Theory (part 2)
One theory
explains that alien life is probably so far advanced from our own
that aliens would have no desire to contact us. It wouldn't be
difficult for an advanced alien race to mask their presence,
considering our very primitive methods of looking and listening. They
are probably much more concerned with their own affairs, and it's not
hard to imagine that such an advanced race would look at Earth and
quickly lose interest, considering all of the diseases, wars, and
depletion of natural resources we have here on our home planet. What
do we really have to offer an advanced alien race?
Monday, February 1, 2016
Alien Theory (part 1)
Do aliens exist?
Why aren't we certain? With fairly recent discoveries like the star,
KIC8462852, which blinks in and out at such irregular
intervals that scientists are suspecting alien activity, we still
lack definitive proof that alien life exists. There are a number of
theories to explain this, and though some people are convinced they
have seen UFO's in the sky or have been abducted by aliens, these
people are still considered fringe groups with large imaginations.
It's difficult, though, to look out at the billions of stars and to
think that we really are all alone. If we're not alone in the
universe, though, why haven't we had contact with aliens yet?...
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