The team of UG agents made sure to
cover the two exits of the warehouse—the side door was covered by
the team's Human, while the gelatinous Omul trained their squad car's
rotary canon upon the garage door in the front of the warehouse.
Meanwhile, the team's stealthy Krissethi had climbed to the roof and
managed to creep into the air exchange ductwork, allowing the rest of
the team to have some eyes on the inside. There were five gang
members working out a gun deal, selling powerful, military-grade
firearms enhanced with stabilization technology. The agents knew that
they had to prevent these weapons from getting out on the street.
When everyone on the team was ready, the Krissethi tossed a tear-gas
grenade from the air duct towards the gang below. At the same moment,
the Human agent burst through the side door of the warehouse and
opened fire. The gang members were temporarily blinded by the tear
gas and their wild gunfire missed the agents. The Human seized the
opportunity and tackled a gang member, cuffing him quickly before
exchanging gunfire with another. The Krissethi managed to have a
clear shot at one of the blinded gang members, and put him down with
his sniper rifle.
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, February 11, 2014
Monday, February 10, 2014
Debriefing (part 1)
This debriefing is for the benefit of
other aspiring agents that may be entering the field soon. On
Saturday, February 8th, a team of Union Guard agents was
called to action. The agents were on patrol when they were alerted
by headquarters about a lead on a gun-running gang. Through a
tracking device, it was determined that the gang was meeting at a
warehouse near the Vega Starport. The UG agents approached carefully,
and discovered the presence of a robotic security drone outside the
warehouse. They managed to destroy the drone quickly but were
thankfully not surprised by a second drone emerging from a nearby
shipping container (they had earlier determined with their
rad-scanner that the container had an unusually high radiation
signature.) Fortunately, both drones were unsuccessful in sounding
the alarm or inflicting harm because of the agents' quick thinking, a
few EMP grenades, and the rotary cannon mounted on the team's squad
car.
Friday, February 7, 2014
Solar Echoes: Five Games in One! (part 5)
The core system in Solar Echoes is the
squad combat system, and players will be spending a lot of their time
in battle. This system is the only one of our combat systems that
requires the use of a battle-mat: a grid of 1-inch squares for
keeping track of character movements. We found that it was necessary
to measure movement distances in squad combat because it otherwise
became too chaotic and unfair for players. The fast-paced system
works well, and players will quickly find themselves working as a
team to survive and succeed at their goals. Combat moves more quickly
than other RPG's, and keeps all players involved throughout every
phase of combat. Characters may be customized and designed with
talents and skill investments as well as a variety of weapon and
armor choices. Our first mission, which can be found in the Starter
Kit called "Gun Runners," has been beta tested countless
times, and each time, we've seen players making entirely different
choices with their character design and combat style. The bottom line
is that, if you've seen it in an action movie, it's almost certainly
possible that your character will be able to do the same things in
Solar Echoes.
Thursday, February 6, 2014
Solar Echoes: Five Games in One! (part 4)
Starship battles are another aspect of
the Solar Echoes experience, ranging from intense, one-on-one
dogfights to the clash of entire starship armadas. We made sure that
the core elements of our car chase rules carried over to starship
battles so that players won't have to learn an entirely new system,
and only a few additional details are necessary to learn. The system
is abstract, so measuring distances and movement is entirely absent
from the experience, which keeps the action moving fast. All players
will need to work together to manage different aspects of the
starship during battle, affording various bonuses that often mean the
difference between success and defeat. Imagine the entire group of
players managing one character--the starship--working together to
maximize its potential in battle. There is an important role for
every player, and the teamwork we've seen in beta tests is often more
impressive than what we see in squad combat.
Wednesday, February 5, 2014
Solar Echoes: Five Games in One! (part 3)
Dialogue in Solar Echoes is another
mini-game that was developed to quantify things for players when
conversing with a non-player character (NPC.) Often, in other RPG's,
conversational ability is represented in the game through a single
die roll indicating success or failure. Sometimes this approach
degenerates into a form of "mind control," where players
with high ranks in the ability will be able to convince an NPC to do
whatever they want. In Solar Echoes, we have designed the system to
incorporate a few more angles. An NPC will have a target "Posture"
players must achieve with their persuasive abilities, with risk and
rewards attached to each type of persuasive attempt (diplomacy,
bluff, or intimidate each raise or lower NPC Posture different
amounts.) All players on the team may participate as well, instead of
waiting around for the one character with high ranks in persuasion to
do all the talking--other players can use their skills to determine
possible conversational advantages that can be gained. For instance,
an NPC may have an unusual, customized pistol and a character with
high ranks in the firearms skill may have a chance to notice
this--admiring it and making a successful firearms check will allow
the player to say something about the gun that will impress and raise
the NPC's posture an additional point. A failed check might cause the
comment to come off the wrong way--the NPC might misinterpret the
comment as covetous or as mocking.
Tuesday, February 4, 2014
Solar Echoes: Five Games in One! (part 2)
Hacking in Solar Echoes is essentially
a quick mini-game intended to be used to access important,
plot-related data or to enter a secure location. Unlike other RPG's
that require all players to wait around while the "thief"
makes rolls to unlock a door and/or disarm a trap, hacking involves
all players and each player can use his best skills to help bring
down the security system. Hacking is not necessary in Solar Echoes
for every locked door or secured piece of information--it is intended
for more important instances in the game so that players will feel
they had to go the extra mile and take a risk by hacking a security
system. Sometimes, clever players may come up with an idea the MC
didn't expect--in one beta test, a player decided he wanted to have
his team hack the star-port's passenger manifest to locate a target.
The MC decided that an endeavor like this would require a hacking
challenge, and when the players barely succeeded, they felt they'd
earned the information. If the MC had simply said "ok," and
given out the information they sought, it is likely players would
have been a little frustrated and questioned the game world
itself--what kind of star-port would have such information so easily
and freely accessible?
Monday, February 3, 2014
Solar Echoes: Five Games in One! (part 1)
There are a variety of gameplay modes
in Solar Echoes because we wanted players to be able to
experience the different types of action we'd seen in our favorite
shows and movies. Car chases are almost an essential ingredient in
action movies these days, and some movies, like the Fast and Furious
series, are based upon over-the-top vehicle action and stunts. We
have a streamlined set of rules for exciting car chases in Solar
Echoes, with pre-scripted scenarios as well as the tools for the MC
to design his own exciting action sequences. We worked to keep the
rules as simple and as related to our basic combat rules as possible
so that players would not have to learn an entirely new system. From
our beta tests, players assimilated to the car chase system within a
few minutes and were immediately engaged in the excitement of trying
to chase down or escape enemy vehicles, guns blazing.
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