This
past weekend, Solar Echoes was at Chessiecon running demo's in the
gameroom. We had quite a number of players, and from the time we
arrived until we left, there was never a shortage of gamers at the
table. This week, I'll share some of the highlights from the fun and
creative players, starting today with the opening to the first
mission of the weekend, Gun Runners. The team of Union Guard
operatives arrived at the warehouse and it wasn't long before one of
them detected a robot security drone walking on patrol. One of the
team—a Reln specializing in wordplay—was detected by the robot
and was warned to leave. The Reln managed to confuse the robot
momentarily by displaying his UG badge and stated that he was
authorized to pass. While the rest of the team got into position, the
robot finally resolved its confusion and insisted the Reln leave the
area. The team quickly learned the advantage of focus fire in Solar
Echoes—everyone aimed at the unsuspecting robot and fired, gaining
a +2 to hit because at least 3 people were targeting it. Everyone
hit, and the combined damage of their weapons blew the robot into
smoldering, metallic pieces. Unfortunately, their stealthy approach
was now lost, and the smugglers inside the warehouse knew they were
there. How did the team decide to proceed? For today, I'll just say
that it could be called the “direct” approach. Find out more
tomorrow!
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, November 30, 2015
Friday, November 27, 2015
Is Tech Accelerating? (part 5)
Ultimately,
it is true that we live in exciting times, where new i-phones and
other trendy tech devices emerge on an almost yearly basis. Yet
history may show that our era might actually be a slowing in
advancement. Our innovation-driven societies may have lost sight of
the bigger picture, and that is, how have we advanced economically on
the world stage? Have living conditions improved overall? Has
production increased? Are fewer people starving and is there less
disease to contend with? The periods of technological advancement
that are truly landmarks in history are those periods where cultures
have risen above their previous state and entered into a new age
entirely. The true test of technological advancement in a society is
not how many new technologies have emerged, but if these new
technologies have significantly impacted and improved a society.
Right now, for this generation, the jury is still out.
Thursday, November 26, 2015
Is Tech Accelerating? (part 4)
Another
question to ask is whether our technological advancement is achieving
its full potential. If not, what factors might be negatively
influencing this potential? Government intervention through
regulations, the resistance of technological implementation by unions
concerned about job loss, and even the re-purposing of technology
towards areas in which it will not flourish or come to full
fruition—all of these contribute to the slowing of advancement.
Other concerns involve the length of time it takes for technology to
move into our culture, and this can be affected in a number of ways.
Consider the time it sometimes takes technology to move from early
adopters to mainstream use, or the time required to build particular
infrastructure to support new technology (for example, car charging
stations are still not prevalent in the U.S.) How is one to
accurately measure the rate of technological advancement, especially
when all these and other factors are considered?
Wednesday, November 25, 2015
Is Tech Accelerating? (part 3)
Productivity,
energy usage, and a number of other factors can all be approached as
a means of measurement when considering the rate of technological
advancement. Yet even these yield less than quantifiable results
because of the countless variables present in each. Productivity, for
example, might be measured by examining prices, the result of supply
and demand. However, supply and demand are influenced by an amalgam
of changing variables among a complex assortment of different
industries that fluctuate wildly in production levels. Another
approach to measuring technological advancement is to measure
processing power, but this, too, is flawed—while it is certainly
more quantifiable in itself, it can only be used to measure growth in
certain areas, such as information technology. Processing power has
little relation with other technologies, and cannot be accurately
used to determine increases in productivity throughout the world.
Tuesday, November 24, 2015
Is Tech Accelerating? (part 2)
Is
the rate of technological change actually getting faster? It
certainly seems so, from the perspective of a consumer, but notable
economists seem to believe the opposite. They think that we have
exhausted most of the easier technological advances and that
genuinely new breakthroughs will take much more work, and much
longer, to be developed. Technological change is actually very
difficult to measure, as it requires a wide range of factors to be
considered. When we think of technological change, we are obviously
biased by the present and it is difficult to accurately assess all
the changes that have happened along the way. Each type of change is
different as well. In the late 1800's we experienced a mechanical
revolution, but this is obviously a very different technological
change from the information (IT) change we have experienced in
recent years. Another difficult factor to measure involves the
implications of an advancement. A new discovery may not be fully
implemented or be practical until other discoveries are made that
allow everything to come together into a larger, practical change.
However, economists have devised approaches towards discerning our
rate of advancement...
Monday, November 23, 2015
Is Tech Accelerating? (part 1)
We
live in an age where technology is advancing so quickly, it's almost
impossible to keep up with the latest tech unless you have money to
burn, and even then, every few months you'll be discarding previous
devices. I'm sure you must feel it too—things seem to be advancing
faster than you remember in years past. A new computer falls behind
the curve in a year or two, and within five years, you'll almost need
to rebuild or replace the entire thing if you want to upgrade to
current technology. I used to custom design my computers, but it
quickly reached the point that I often had to switch out to a new
motherboard because newer components simply wouldn't interface
anymore. Gaming consoles (Sony's Playstations and Microsoft's Xboxes)
have a predicted life of 6 to 8 years before a new version is
released –this is a rather long lifespan when considering that
within a year, newer and more advanced models of smartphones and
computers are on the market. But is technology really advancing at an
exponential rate?
Friday, November 20, 2015
Hopkins Mission Control (part 5)
Another
aspect of MC'ing a Solar Echoes mission is being sensitive to the
dynamics of the players themselves. If a player seems frustrated that
nothing he is attempting is working (whether it is because of bad
rolls or his ideas are outside the mission “box”), the MC should
find ways to allow him some success. Even if his roll was a little
low, sometimes it's ok to give him a win if it means that the game
will move forward and the players will have fun. The rules exist to
govern the game so that players don't expect that they can remotely
hack an entire space-station by interfacing with a cleaning droid.
There will always be things the players think of that are not in the
mission and that totally catch the MC by surprise. In those cases,
the MC needs to quickly think up a reasonable level of difficulty and
let the player make an attempt at his idea. The role of the MC is to
spin a great story, present challenges that the players feel they
just barely managed to overcome by their choices and skills, involve
all players as a team, and keep the momentum/pacing of the entire
experience moving forward. Being an MC is a bit like directing a
movie, and it is demanding work, but from what I saw last Friday
night, the MC at the Hopkins HPPRPG club has a great start!
Thursday, November 19, 2015
Hopkins Mission Control (part 4)
Another
difficult MC situation is if the players are headed entirely the
wrong way with a mission—Derelict is designed for the players to
end up on an alien planet, but if the players are doing things that
would prevent that, there are two options for the MC: railroad the
players there anyway, or completely improv the rest of the mission.
Railroading is looked down upon if the players are feeling like they
have no choice, but if an MC cleverly creates circumstances that are
the result of the players' actions, the players will have little clue
that they've been guided along a certain story arc. The key is, the
players need to feel like they are writing the story. Ultimately, in
my opinion, the mission itself is a set of guidelines and scenarios
that inform the MC and can be assembled however he or she thinks
would create the most exciting experience for the players. The
Hopkins MC managed to adjust to the innovative choices of her
players, and through a few subtle nudges that I don't think the
players even detected, she was able to keep them on the story path by
presenting them with options related to their decisions. In the end,
players have the most fun when they have exciting stories to tell
based on their characters' choices.
Wednesday, November 18, 2015
Hopkins Mission Control (part 3)
Solar
Echoes is a very team-focused game, so if a team splits up, it not
only hurts the groups to be separate (gaps appear in necessary skills
among members, and there's of course strength in numbers), but it
also slows the gameplay for some of the players. As an MC, one of the
top priorities should be to keep the game moving and for all players
to be actively involved, but when members split up, it is
understandable that some players may grow bored while waiting for
their group's “turn.” Another concern in gameplay is when one
player isn't engaged because his particular skillset might not seem
relevant to the situation. For example, last week this particular
group had a Reln specialized in persuasive/dialogue skills. I was
worried that, in a mission that involves mostly combat until the end,
this player would feel as if his character didn't matter. Although
this player was not present for the Derelict mission, if he had been,
it would have been up to the MC to find ways to challenge him that
might be outside the mission text. Thinking back on Friday's game,
there were several dialogue opportunities that could have been
expounded upon, had he been there. However, it is also important to
remember that a player should be encouraged to develop several
skillsets for his character. A “one-trick-pony” often has a hard
time contributing to a team except in those moments when his
specialty can shine.
Tuesday, November 17, 2015
Hopkins Mission Control (part 2)
It's
usually a very bad idea to split up the team, but when investigating
a mysterious, derelict starship floating through space, it was a good
plan to have someone stay behind on their own ship when the rest of
the team boarded. When enemies attempted to seize the team's ship,
there was at least one person to resist, and oh did he resist! Even
when things were looking bleak, he managed to scuttle his own ship by
setting fire to the engine room to prevent the pirates from easily
commandeering his starship. He jumped into an escape pod and
jettisoned himself toward the surface of an alien planet below,
hoping that his team could somehow catch up to the escape pod and
rescue him. The MC made sure to give the other players an opening to
follow their teammate while the pirates were busy trying to put out
the fire. After landing on the alien planet (which, by the way, had
an atmosphere comprised of CO2 and Argon), the team put on space
suits and began a search for their missing teammate. Thankfully, he
had some creative ideas of his own to signal his whereabouts, and the
team was eventually re-united!
Monday, November 16, 2015
Hopkins Mission Control (part 1)
This
past Friday, I was again invited to the Johns Hopkins University's
role playing club (HPPRPG), but this time I was there on an advisory
basis only—one of the club members was ready to try her hand at
running a mission for the group. This intrepid Mission Controller (MC
is the name we give to GM's in Solar Echoes) was conducting a very
difficult mission called “Derelict.” The Hopkins players were
methodical and creative, moving “off-script” more than a few
times. This might have posed a significant challenge for a new MC,
but she quickly adjusted and came up with creative options for
everyone. One of the important things to always keep in mind when
running a Solar Echoes mission is that you want the players to drive
the story with their choices, and if this doesn't entirely align with
the events detailed in the mission, improvise! This week, I'll touch
on a few examples and share some tips for effective MC'ing.
Friday, November 13, 2015
Battle Report: Johns Hopkins (part 5)
Ironically,
the Reln diplomat had not invested any skills in terrestrial vehicle
piloting when he'd built his character—the only one that had was
the stealthy Reln, and he was busy finishing a gun battle against the
remaining criminals. That didn't mean the Reln couldn't drive, but it
meant any contested skill checks would usually go in favor of the
character with skill ranks invested in driving. The car chase ensued,
and road obstacles, traffic, and even a pedestrian kept both drivers
on their toes. The Chiraktis in the car attempted to fire at the
fleeing criminal's vehicle, shooting EMP nets. The criminal responded
by releasing a cluster of magnetic caltrops, which the Reln was
unfortunately unable to pilot around. The caltrops were sucked up
into the skimcar's anti-grav drive, and it was only a matter of time
before it would fail—a 6-sided die would have to be rolled each
round, and a roll of 1 meant that the car would crash into the
pavement as the anti-grav system failed.
However,
the Reln was able to get their car into close range of the criminal's
skimcar, allowing the Chiraktis to target a specific system on the
vehicle with the EMP net. She fired and hit her mark—the enemy's
antigrav drive. Now, he too must roll a 6-sided die each round.
Meanwhile, the stealthy Reln caught up to the group in another
skimcar, and he tried to ram the criminal from the side. He missed,
and narrowly avoided plowing into the car of his teammates! After
circling around to follow them and try to catch up, a slow driver up
ahead became an obstacle each car had to avoid. The first two did,
but the stealthy Reln with the rank in piloting failed, slamming into
the car of an elderly driver. However, luck was still on the team's
side, because the very next round, the criminal rolled a 1 for his
anti-grav check. It failed and slammed into the ground at speed,
crashing into a horrible mess. The renegade Omul was easily
apprehended, and the team succeeded at their mission!
Thursday, November 12, 2015
Battle Report: Johns Hopkins (part 4)
The
group followed the lead they had discovered while hacking the mall
computers, and found themselves outside an elementary school, closed
for summer. Apparently, criminals were using the school as a base of
operations. When the team of agents located suspicious vehicles at
the back of the school, they prepared to enter through the back door,
while the Reln-diplomat scaled the building, ran across the roof, and
lowered himself to the front of the building. As the Chiraktis and
the stealthy Reln entered the building and heard angry voices in a
nearby classroom, the Reln diplomat decided to break the front
windows with his knife as a distraction, only to discover the windows
were made of shatter-proof glass. Frustrated that his plan had not
worked, the Reln tried again, this time with a gun. Although only
tiny holes appeared in the glass, the gunshot was loud enough to
alert the criminals inside. Unfortunately the timing of this was not
quite perfect and the element of surprise was lost as the criminals
were slightly forewarned just before the other two bust the door
open. A fight ensued, and almost all of the criminals were defeated
except an Omul that managed to escape and get to his skimcar. If not
for the foresight of the Reln diplomat, he would have escaped
successfully, but the Reln had closed the metal gate at the school
parking lot. It only slowed the Omul down for 1 round as he attacked
it with the chain gun on his car and then rammed through it, but that
1 round was just enough time for the Reln to get his car going and to
pick up the Chiraktis that was in close pursuit.
Wednesday, November 11, 2015
Battle Report: Johns Hopkins (part 3)
The
mall robots were service-oriented drones programmed to prepare and
serve food, do maintenance work, sell cosmetics, and clean the floor,
in addition to a number of security drones. The team faced a variety
of robots in combat, but some of my favorite moments include the
Chiraktis character being blinded by a pheromone spray used by the
cosmetic robot—she stumbled around randomly while hoping to avoid
the violent robot that was seeking to introduce her to other chemical
products. At one point, the Reln sniper failed to notice a
maintenance drone behind him, and he was sprayed with a large spurt
of oil. The Reln struggled to escape, but the oil was so slick he
could not get back on his feet. When he saw that the robot was about
to ignite the oil with its propane torch, the Reln pulled a blanket
out of his backpack, dropped it in front of him, and kicked off a
nearby wall to slide across the floor, just as the flame caught the
oil. The flame continued after him on the oil track left by the
blanket, but the Reln thankfully made a leap, just in time, into a
nearby fountain! Meanwhile, the Reln-diplomat was busy with a rogue
cleaning-bot, and when the aggressive robot aimed its vacuum gun as
it prepared to fire trash at high velocity, the quick-thinking Reln
shoved his shock-baton into the opening. The vacuum exploded,
destroying the robot, but unfortunately, the Reln's shock-baton was
demolished as well. At least he was still alive!
Tuesday, November 10, 2015
Battle Report: Johns Hopkins (part 2)
The
team was joined by a mall security guard as soon as they entered the
mall. The panicking shoppers had cleared out of the mall at this
point and the security guard, a large Archaeloid, did his best to
help out the agents in their investigation, though it did take a
little intimidation from one of the Reln to “encourage” the
Archaeloid to cough up the whole story. The diplomat-Reln actually
spoke a little Archaeloid, but unfortunately failed his check to
speak in the foreign language (he needed a few more ranks for 100%
fluency). Otherwise, it would have been much easier to get all the
details from the Archaeloid initially. The team was able to gather
some important intel and successfully hacked into the computers at
the mall's security terminal. What they learned there would present
them with two mission options, and this particular team of agents
chose a more direct approach than I've seen with other groups in the
past. Meanwhile, they still had the matter of the malfunctioning mall
robots to deal with, and they needed to try to damage one just enough
so that they could hack into it and copy the corrupted AI—a feat
much harder than it sounds!
Monday, November 9, 2015
Battle Report: Johns Hopkins (part 1)
The
Johns Hopkins University has a number of clubs, and this last week I
was invited to run a Solar Echoes demo with the Hopkins Pencil and
Paper Role Playing Group (HPPRPG). Some of the group had already
designed their own characters, and were ready to jump into their
first mission, while others observed. For the most part, the team of
characters covered all skill areas, including a Reln focused on
languages and the persuasive arts, another Reln with hacking and
stealth (the group's sniper), and a Chiraktis worker focused on
Biotech and Engineering. When their mission assignment was given to
them by their Operations Sergeant, the agents learned that they had
to investigate the cause of a robot rampage at a local shopping mall.
This week, I'll be highlighting some of the most memorable (and
comical) moments of the mission—the players succeeded at their
mission, though there were definitely some challenges they met along
the way! Stay tuned this week for more...
Friday, November 6, 2015
Strange and Confusing Alien Customs (part 5)
Omuls
don't understand private ownership very well, and have been called
thieves and kleptomaniacs when they are quite used to “borrowing”
and “sharing” others' “possessions.” Also, don't show up on
time when invited to an Omul's home—if you show up early or on
time, you are considered greedy or over-eager. The Omul concept of
time is very subjective, which is part of the reason Omuls often have
difficulty holding down a job because they often show up an hour or
two late. They don't want to seem desperate for money! Another Omul
cultural oddity is their extreme lack of tact—they consider all
points of view, no matter how seemingly offensive, as totally
acceptable, and are known for their bluntness in social situations.
To an Omul, there would be absolutely nothing wrong with pointing out
the large, inflamed zit growing on your nose. Why would you take that
personally?
Thursday, November 5, 2015
Strange and Confusing Alien Customs (part 4)
Archaeloids
consider it rude for others to be able to see what you're eating.
Granted, they have many long tentacles covering their mouths while
they are chewing on something, but humans that chew with their mouths
open and Omuls that, well, can't exactly hide the food floating in
their cytoplasm are generally considered to be without manners by
Archaeloid standards. Archaeloids are also quite formal in social
situations, greeting each-other with slow bows and approaching with
measured steps. This often leads to the misconception that they are
slow-moving creatures (even though they are a little slower than some
of the other races!) Archaeloids consider fast, casual movements as
disrespectful and suggestive of impatience. Another cultural
consideration to keep in mind is that colors mean a great deal to
Archaeloids, which use the shifting coloration of their skin to
communicate emotion. Because red is associated with rage and anger,
it is a very bad idea to wear the color red to any event with
Archaeloids present. Sending red roses—considered as “flowers of
death”--will greatly alarm and offend Archaeloids for the perceived
death threat and Erwani for the morbid act of sending a butchered
corpse as a gift.
Wednesday, November 4, 2015
Strange and Confusing Alien Customs (part 3)
Don't
expect salt from a “salt-shaker” in a Chiraktis home or
restaurant. Chiraktis put sugar on everything, and I mean, everything
they eat. They even carry packets of sugar around with them, because
they consider the food of other races far too bland. Like Omuls,
Chiraktis also tend to be rather blunt and direct, though they are
not very conversational in general so often their brevity is somewhat
excused when compared with the Omul tendency to ramble tactlessly.
Chiraktis do not “beat around the bush” as many others are
accustomed to in conversation, primarily because they are always
focused on being efficient in communication. Regarding the Erwani
plant-race, the way you treat your plants at home can become a great
offense. If you haven't watered your plants for a while, or if you
haven't positioned them in a place where they can receive optimal
sunlight, Erwani will find your care of their “kin” quite
offensive, and you may be faced with a long tirade about how adoption
screening procedures should exist for those that seek to raise a
plant. “Gifts” of plants or flowers are associated with death in
Erwani culture, and flower-shops are considered “butcheries.” If
you send flowers to a grieving Erwani, you will have just made things
much worse. Don't expect any thank-you cards!
Tuesday, November 3, 2015
Strange and Confusing Alien Customs (part 2)
Reln
are known for their acute hearing sensitivity, so it is unsurprising
that they are bothered by things that the rest of us barely notice.
Ticking clocks, humming electronics, loud music, and elaborate
“surround sound” entertainment systems all drive the Reln into a
high state of annoyance. Infant toys that make any kind of music or
sound are considered the worst gifts to bring to Reln baby showers,
and non-digital clocks of any kind will be quickly re-gifted by Reln
to another alien race—clocks are considered the “fruit cake” of
Reln gifts. Another race, the reptilian Krissethi, are somewhat
infamous for their “misunderstandings” about the small pets of
other races. To a Krissethi, seeing a small animal on a leash or in a
cage is no different than keeping seafood alive for freshness in an
aquarium. Even though it isn't uncommon to see headlines in the news
about the outrage against yet another Krissethi for devouring
someone's small pet, Krissethi continue to make these supposed
“mistakes.” Public opinion is beginning to form against the
Krissethi in these matters, with some people outright stating that,
until there is a law, Krissethi seem quite comfortable with
continuing this offensive behavior. It has become common knowledge:
if you own a small pet, don't invite any Krissethi to your home, even
for a short visit!
Monday, November 2, 2015
Strange and Confusing Alien Customs (part 1)
If
you've ever traveled to a foreign country, or have been around
someone long enough from a foreign country, you're bound to come
across at least a few customs that seem odd to you. As an American,
you may at first be put-off by someone who enters your house and
immediately proceeds to remove his shoes. From an American
perspective, most of us are probably thinking, “Gross! I don't want
to smell your feet, put those shoes back on!” Yet in other
cultures, it is considered rude to walk through a clean house with
the dirty shoes you've worn all over the place, including upon the
floors of dirty public bathrooms, so why would you want those same
shoes treading upon your the clean floors of your home? Another
tradition I encountered that struck me as a little odd was when a
Korean friend brought me a housewarming gift of toilet paper and
laundry detergent. I didn't know quite what to say, and acted
appreciative, but later learned that Koreans consider the bubbles
produced by detergent as good luck, and back when Korea was a poor,
toilet paper and detergent were considered pricey items. These
cultural differences are minor, though, compared to some of the more
extreme traditions of the aliens in Solar Echoes. Imagine what a
different culture from another planet would be like, and then add on
top of that the various physiological differences and requirements of
an alien species. This week, we'll discuss what you might be able to
expect if one of these aliens comes to visit you at home!
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