Many
existing game systems, including those that are firmly based on the
sci-fi genre, have magic in some form or another. Magic breaks the
laws of the natural world and allows players to perform incredible
feats, often giving them an advantage over their adversaries. Science
fiction differs from fantasy; sci-fi is something that might be
possible, based on current knowledge while fantasy is something that
is entirely imagined. The rules system for Solar Echoes is based on
reality, but we discovered, in the process of designing our
universe, that a sort of “magic” did emerge in our game:
Void-technology. Highly advanced technology from a lost race became
our magic, with items and weapons that violated the laws of physics,
or at least seemed to. These artifacts were developed by a race that
had pursued dimensional science, something that we in the present day
have studied: quantum fields, string theory, temporal and spatial
dimensions are all forms of dimensional science. While discovering
Void-tech in our game is rare, encountering a foe equipped with an
artifact from the Voidsea or somehow obtaining one for your own
character is a mind-shattering experience. No, there is no magic in
Solar Echoes, but Void-tech will bend reality in ways that will blow
your mind.
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.
Friday, April 29, 2016
Thursday, April 28, 2016
What style of game is Solar Echoes? (part 4)
We made the
decision to keep the game grounded in "what might exist"
for several reasons. First, we found it was easier to get new players
familiar with our game universe when we avoided changing everything
they understood about the world around them. Even with a
straightforward rules set such as ours, it still takes some time to
learn a new game system; turning the laws of physics on their head or
introducing overwhelming amounts of magic or similar powers would
only make this situation worse. Secondly, by keeping the game
grounded in a potential future version of reality, players become
more attached to the characters and locations in the world--the
realism requires less suspension of disbelief and draws the players
closer to the game world and those who exist within it. Finally,
staying close to reality allows us to write missions related to or
even inspired by present-day scenarios. “The Heist Stratagem” is
an example—the bank of the future isn't too dissimilar from
modern-day banks, which allows players to feel more capable of
figuring out their options while utilizing the tools and advantages
of their environment.
Wednesday, April 27, 2016
What style of game is Solar Echoes? (part 3)
When we created
the Solar Echoes game universe, we aimed to base it upon actual
astronomy and related sciences: the size of the game universe, the
distribution of stars within it, and the details of each world and
the lifeforms that could live upon them are all rooted in a mix of
observational data about our galaxy and theoretical science that
fills in the gaps of what might exist. While our races are fictional,
they are each theoretically possible given the nature of their
homeworld. Similarly, the technology in the game could exist, and
focuses upon classic staples of science fiction, such as directed
energy weapons, faster than light travel, energy shields, advanced
robotics, and so on. We're always keeping a close watch on current
technological trends in the real world, and when we see something
that would add to the Solar Echoes universe, we either add our
interpretation in through a new mission, or we keep the design ready
for release through other future products. The Solar Echoes universe
is constantly growing and developing, just as the real world is.
Tuesday, April 26, 2016
What style of game is Solar Echoes? (part 2)
Science fiction universes each tend to have
their own general rules on robots: how capable they are, how common,
and so on. Some fictional universes are full of robots, while others
almost lack them entirely. We chose to have robots commonplace in
Solar Echoes, and while they are capable of performing a variety of
tasks, they are still rather limited and clearly artificial in nature
in nearly all cases. Common robots allow for MC's to quickly create a
variety of interesting opponents that can provide stiff combat
resistance or perform mundane tasks. Additionally, robots make
excellent disposable opponents and provide great fodder for
trigger-happy players. The limitations placed on robots--their
single-minded nature and limited adaptability--ensures that they are
not a replacement for the player characters. Plus, players always
seem to light up when I bring lego or transformer robots out onto the
table. If you're excited to battle a variety of robots, “The Seeds of Chaos” mission is full of them.
Monday, April 25, 2016
What style of game is Solar Echoes? (part 1)
As we developed the Solar Echoes universe, we often asked ourselves
questions like, “What does everyone do for entertainment? How are
robotics utilized commercially? What kinds of problems exist and how
do people feel about them?” These questions often produced answers
that, while they made perfect sense, sometimes had an unexpected
comical result. I remembered a used-car dealership where I grew up
that had a hilarious name (the “Jalopy Jungle”), so I wondered
what a used-starship dealership would be like and how they would try
to sell old, broken-down ships. In another instance, I got an idea
while I was in the hunting section of a sporting goods store and I
read about bag-limit restrictions and hunting rules for minors, so I
spun that into an ad about hunting alien lifeforms at a wildlife
preserve on a Reln planet. A lot of humor in our game can be
found in racial interactions and cultural misunderstandings, though
we also had fun with sci-fi cliches in our material. “Flavor text”
was used throughout our books to enhance descriptions, offer creative
ideas, and help develop and flesh-out the Solar Echoes universe.
Friday, April 22, 2016
Invasive Tech: Neuromarketing (part 5)
From my perspective, I have no training
in marketing or psychology, but I have somewhat thrown myself into
the arena of sales because of Solar Echoes. I'm a creator, and I want
to spend as much time creating as possible, but at the end of the
day, I have to figure out ways to let people know about my product
and hope that they buy it. Otherwise, how can any creator justify the
continued investment of time and money on a product? Last week, I
talked about the growing Solar Echoes community, and that is major
fuel for Solar Echoes and its creators. But the more people that know
about it, the better, so it would be awesome if you could actively
help spread the word. I promise, I won't be scanning your brains to
figure out how to manipulate you into buying products—I'll just try
to keep creating more of the things you all tell me that you like and
want. Solar Echoes! Get it! ;)
Thursday, April 21, 2016
Invasive Tech: Neuromarketing (part 4)
From one perspective, we could say that
companies are now better at figuring out what we really want. From
another perspective, we can wonder if we really actually wanted their
product, or if we were somehow influenced to believe we wanted it by
neuromarketing. The Center for Digital Democracy has criticized
neuromarketing's potentially invasive technology, and the executive
director, Jeff Chester, has claimed that neuromarketing is “having
an effect on individuals that individuals are not informed about.”
He goes on to say that adult advertising has not seen much regulation
because adults have defense mechanisms (unlike children) to discern
what is true and false. He feels neuromarketing should be regulated
“if the advertising is now purposely designed to bypass those
rational defenses . . . protecting advertising speech in the
marketplace has to be questioned.” Yet some advocates support
neuromarketing with the argument that society benefits ultimately.
“Neuropricing,” for example, uses data from brain scans to help
companies identify the highest prices consumers will pay. These
brain-scanned prices enable an increase in profit, allowing a
business to survive during economic recession.
Wednesday, April 20, 2016
Invasive Tech: Neuromarketing (part 3)
It may not seem at first that our
freedoms are being violated by neuromarketing, because marketing is
based upon consumer response to products. Yet questions arise when
marketing dips into areas that exploit us in ways we have no defense
against. Subliminal advertising once existed and exploited consumer
subconscious, and in 1973 the board game, HÅ«sker DÅ«? aired
commercials in America and Canada with a flashed subliminal message
that read “Get it.” Wilson Bryan Key released a book shortly
after called “Subliminal Seduction” which cited various uses of
subliminal messages used by advertisers. Thanks to this book,
heightened public concern caused the FCC to investigate. In 1974, the
FCC finally issued this statement, “subliminal advertising is
contrary to the public interest and intended to be deceptive, and
that any [tv] station employing them risks losing its license.”
Subliminal advertising was thus banned, but is today's neuromarketing
treading the same path of manipulation?
Tuesday, April 19, 2016
Invasive Tech: Neuromarketing (part 2)
Neuromarketing technology was first
developed in the late 1990's by Jerry Zalmen, a Harvard professor,
who patented his technique under the name Zaltman Metaphor
Elicitation Technique (ZMET). This method basically targets the human
subconscious with specific sets of images that are proven to cause
positive emotional responses and activate hidden images, which in
turn stimulate purchases. Traditional marketing studies include focus
groups and surveys to evaluate consumer response, but it fails to
provide a deep understanding of the consumer's subconscious thoughts
and emotions. Neuroscience has vastly improved behavioral
predictions, allowing advertising to communicate and meet the needs
of potential customers with different predictions of choice. Product
design is then altered to attract and appeal to a target consumer's
conscious and subconscious thoughts. This, of course, results in more
effective marketing and successful sales. The ZMET technique has been
widely used by hundreds of companies, including Coca-Cola, General
Motors, Nestle, and Proctor & Gamble. Knowing this, does it
bother you and cause you to question any purchases you may have made
of their products? Do you feel like you may have been manipulated?
Monday, April 18, 2016
Invasive Tech: Neuromarketing (part 1)
A relatively new field of marketing is
actively being explored by several large companies. The field is
known as neuromarketing, and it is aimed at providing enhanced
knowledge of consumer behavior. The research focuses on a consumer's
sensorimotor, cognitive, and affective response to marketing stimuli.
MRI's, EEG's, and SST (Steady State Topography) are an example of the
technologies that are being used to measure brain activity and
changes in one's physiological state (biometrics), which include
details such as a person's heart rate, respiratory rate, and skin
response (electro-dermal activity—basically, how much you sweat in
response to emotional arousal.) Large companies like Google are
engaging in this research and have the ambition to predict consumer
behavior--they have invested in their own labs, science personnel,
and even have partnerships with academia. What does all this mean for
our future?...
Friday, April 15, 2016
A Growing Solar Echoes Community (part 5)
As you've seen this week, Solar Echoes
fans are very creative people, and it's exciting for me to see people
contribute their ideas to the Solar Echoes universe. I love seeing
new artwork for Solar Echoes, and sometimes gamers draw little
character mug-shots on their character sheets. I met a gamer at a
convention and we set up a game for him and his friends, since they
live in the Maryland area. He built an Omul character named “Oot,”
and drew a character sketch on the notepad I gave him to use during
the game. In the art, his Omul is releasing a swarm of razor nanites,
and holding a shield for defense. I would love to feature your
artwork, sculpts, and other ideas through Solar Echoes social media
sites such as this, so please feel free to send it. What does your
character look like? What strange alien lifeform did you see on that
planet you discovered? Please share! Let's keep building and growing
the Solar Echoes Community—thanks everyone!
Thursday, April 14, 2016
A Growing Solar Echoes Community (part 4)
Thomas has also shared some of his
alien life form designs that he developed for the Solar Echoes
universe, complete with icon-art ready to use on the game table! He
designed each lifeform with a lot of consideration, and he details
the biological reasons for the various physical characteristics they
have. For instance, his “Silver Glider” organism has a metallic,
reflective skin, which will actually bounce the energy blast of
energy weapons. But Thomas goes even further, and adds background
details: teenagers often like to disturb the nests of Silver Gliders
at night to serve as reflective light shows for illegal rave parties.
Please feel free to add your own ideas for lifeforms, planets,
organizations, artifacts, and other new content to the wikia. Here is
a link to Thomas's Silver Glider, and you can find a link to Thomas's
other lifeform creations at the bottom:
Wednesday, April 13, 2016
A Growing Solar Echoes Community (part 3)
I’m excited to see what the French
gamers, “Les Petit Joueurs,” will do next with Solar Echoes! They
are planning to begin a campaign soon, and Thomas has informed me
that he will let me know how their game develops. Thomas has also
shared pictures with me of some of his miniatures, clay designs of
Solar Echoes characters. So far, he has a very impressive Archaeloid,
a nearly-finished Erwani, and a few amoeba-like Omuls! One of the
things I hope to do for Solar Echoes someday is develop a line of
miniatures, though there is quite a lot involved in making that
happen. In the meantime, though, it is great to see players taking
the initiative to design their own miniatures for the game! Check out
Thomas's work at this link to his facebook page, here:
Tuesday, April 12, 2016
A Growing Solar Echoes Community (part 2)
Last summer I learned of a group of
gamers in France that calls themselves “Les Petit Joueurs”
(“Little Gamers”) that have become fans of Solar Echoes. The
group had been looking for a sci-fi role playing game that followed
these guidelines: 1. A fast character creation process 2, Easy to
master core rules 3. Game scenarios played in one night, if possible
4. The option to modify the line-up of the team, depending on the
players’ schedules 5.An original sci-fi universe. I was contacted
by one of the group, Thomas, and asked if I would be ok with them
translating the Solar Echoes rulebooks they’d purchased into French
for use within their club. They just finished their translations
recently and have begun to design their characters. Thomas has
graciously added an English translation to their website (scroll down
under the French version), which can be found here:
Monday, April 11, 2016
A Growing Solar Echoes Community (part 1)
It is awesome to see gamers going the
extra mile with Solar Echoes! This week, I'll highlight some of the
things a group of gamers in France are doing with Solar Echoes. I
would like to see the game expand further by fans, and I’m
encouraging everyone to consider posting comments, questions, and
especially ideas on www.boardgamegeek.com. The forums there are a
great place to share your gaming interest, and I will be actively
involved there, reading your posts, answering your questions, and
spreading the word about your ideas, as well as giving tips, secrets,
and previews of some of the things I am planning for the future of
Solar Echoes. Also, please mark that you’re a “fan” of Solar
Echoes on boardgamegeek.com, because the more buzz we can create, the
more opportunity Solar Echoes will have to grow—believe me, I have
tons of plans in the works. Let's continue growing the community!
Friday, April 8, 2016
JohnCon Mission Report (part 5)
In a different
mission, the Heist Stratagem, players gave up their weapons and armor
to go undercover as civilians into a mafia-owned bank. Another
undercover agent embedded in a street gang was staging a bank heist
with the gang, and the players' team was to use the distraction to
steal valuable intel about the mafia from bank computers. However, a
lot went sideways. One of the characters was seen sneaking around in
a wide open area by a gang member and was shot in the leg (one of his
team-mates decided to call him “Chuckles” after this). The team
initially failed to successfully hack the bank servers, which alerted
both the police and the mafia. Thankfully, though, they were
ultimately able to gain the computer data with help from a hacker
among the civilian hostages. The team then decided to try to take on
two of the gang at once, using crafted weapons and armor from items
found throughout the bank...this did not go extremely well at first,
considering the two gang members were armed with a shotgun and
assault rifle. If not for the assistance of the other undercover
agent, the team might have met their end. There were some great
moments, though, with home-brewed tear-gas made from bathroom
cleaning chemicals followed by attacks from a hairspray
flame-thrower. The team ultimately managed to eliminate the gang and
foil the heist in the end, and everyone survived (though if not for
the duct-taped book-cover armor they'd made for themselves, there
would have been a death or two!)
Thursday, April 7, 2016
JohnCon Mission Report (part 4)
Another team, the
next day, was playing the same mission and they tried a different
approach at the warehouse. When they failed their stealth checks to
avoid the robot's detection and the robot gave them a verbal warning
to leave the restricted area, one of the characters decided to hold
out his badge and insist that, because he was a Union Guard agent, he
had authorization to be there. His persuasion check was successful
and he was able to temporarily confound the robot's AI as it cycled
back and forth between its altered programming—to attack any
intruders—and its root programming (Union Guard do have
jurisdiction in all areas.) The robot's confusion resulted in a
reboot, which gave the team a few moments to gain superior
positioning. Once the robot rebooted and began to attack, the team
already had the advantage and was able to take it out quickly. The
team then proceeded to hack the warehouse security system and managed
to gain control of the garage door. They locked down the door and
chose to breach from the side door of the warehouse, throwing
grenades at the gang members and their cars. Though the gang managed
to shoot down the garage door with the cannons on their cars, it took
several rounds and the team was able to damage the car and drivers
before they finally rammed the weakened garage door down and drove
off. The team was able to successful run down one of the two cars and
recover the stolen contraband, with one of the players using his
Sideswipe talent to slam into the car and cause it to crash into the
sidewall of the freeway.
Wednesday, April 6, 2016
JohnCon Mission Report (part 3)
The group of
agents not only positioned metal crates outside the warehouse garage
door with the forklift, but aimed their squadcar at the opening,
training the car's mounted rotary cannon directly at the entrance.
When they finally breached and gunfire was exchanged, one of the gang
members jumped into a car and tried to drive it past the corner of
one of the crates. Though he managed to scrape past it, his car was
damaged in the process and the move forced him to face a hail of
bullets from the team's squadcar. He crashed his moving car into the
stationary squadcar and knocked it sideways as he drove past,
sustaining more damage from the hit. One of the players agents jumped
into the squadcar to drive while his teammate continued to man the
rotary cannon, and they tore after the escaping (but very beat-up)
gang car. Not only were they able to catch up to him on the road, but
one more hit from the rotary cannon was enough to send the already
beat-up vehicle spinning out of control into a crash. That was
definitely the fastest car chase I've seen in Solar Echoes history!
Tuesday, April 5, 2016
JohnCon Mission Report (part 2)
The team also
sent their Omul agent into the warehouse's air conditioning ductwork
on the ceiling to get an inside view of the layout before they
breached. Unfortunately, the Omul player was unsuccessful with her
stealth check and the gang below shot at the ductwork in response. I
assigned a number to each of the six squares in her area and rolled
for each gang member when he fired to determine which square he was
targeting. Amazingly, the Omul player's square (4) was not attacked
while the gang fired at squares 2, 3, and 5 around her. It was
hilarious watching the player's reaction as she stared in panic at
the table, almost as if she was worried her own movements would
result in getting hit by gunfire. She wisely decided not to move
again until the other players were making lots of noise outside with
the forklift and crates...
Monday, April 4, 2016
JohnCon Mission Report (part 1)
This last weekend
at JohnCon was a lot of fun, and I was able to run three different
missions with three different groups of players. This week, I'll be
sharing some of the highlights from these missions—as always,
Hopkins players continue to surprise me with their creativity and
ingenuity! The first group of players began with the Gun Runners
mission found in the Starter Kit, and they successfully dispatched
robotic sentry drones outside the warehouse with teamwork and focused
fire. One particularly creative solution to dealing with a drone
involved driving their squadcar at it while firing the rotary cannon
mounted on the car. They severely damaged the drone with the bullets
and followed up by smashing into it with the car, which resulted in
an electrical explosion of robot carnage. After dealing with the
drones and realizing they had made quite a lot of noise to alert the
smuggling gang inside the warehouse, the team used the forklift they
found nearby to move crates in front of the large garage door of the
warehouse to prevent anyone from escaping once they breached.
Friday, April 1, 2016
What type of gamer are you? (Part 5)
There are all
kinds of varieties and combinations when it comes to gamers. The
important thing is to find where you fit, and to figure out what
types of gamers you most enjoy sharing your interest with. If you can
find a group of like-minded gamers, it can be an amazing experience.
Personally, I'm all types (casual, solo, and social), but I have the
most fun when sitting with a group of gamers that enjoys role-playing
games. I'm looking forward to the John Con convention this weekend at
Johns Hopkins, and I'm excited to play Solar Echoes with other gamers
like me.
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