It’s been a while since I picked up any new Traveller RPG materials. With summer in full swing I decided to rectify that situation and picked up four ship books from Independence Games. These ships all are part of their The Clement Sector/Earth Sector settings where the former is a personal favorite of mine. As I noted before, The Clement Sector is a “small ship” universe. Thanks to the limitations of the Zimm Drive (The Clement Sector version of the Jump Drive), ships over 2,500-dTons risk bad things using their Zimm Drive. In The Clement Sector, the TL10-12 Zimm Drives effectively cap ships at 4,999-dTons. That said, these latest books show a creep towards larger designs. Which really means I need to go back and reread Tech Update: 2350 and refresh myself on larger ships in Earth Sector.
(Update –Earth Sector has rules for TL13 Zimm Drives that boosts ship sizes.)
The Copeline-class merchant vessel is quickly becoming the most popular ship in Earth Sector! Created in 2348 by Corolys Shipbuilding Company, the ship has overtaken such venerable designs as the Rucker and Atlas among merchants in Earth Sector.
The Copeline is a 300-tonne ship with modules which can be switched out to make the ship into a freighter, a passenger liner, a scout, or a combination of all of those! This versatility has made it the chosen ship for independent operators and small shipping corporations.
Introduced into service in 2330, the Opportunity-class was Corolys Shipbuilding Company’s entry into the light trader market. The designers of the ship focused on high thrust in-system drive and maximizing the cargo space in the smallest starship hull size available.
The Opportunity is a 100-tonne light trader which is found throughout Earth Sector. This book contains all seven variants of the ship including the Maximus-class (with greater cargo capacity), the Dispatch-class (which is used as a fast courier), and the Star Reach-class (which has enough fuel for two transits).
Designed to provide heavy support for independent cruiser squadrons, act as cruiser squadron flagships, to undertake escort duties and to engage in commerce raiding, the Lion-class battlecruisers of the Royal Navy are recognized as being the most modern capital ships in service with any national navy.
Taking advantage of TL13 innovations in Earth Sector, the 5000 tonne Lion-class battlecruiser is massive and armed to the teeth. This large ship stands ready to defend the British colonies and take the battle to those who would threaten their holdings.
Ad copy, Lion-class Battlecruiser
This book draws features several new weapons systems; specifically, “the British Space Systems Type 15 Voidswarm Capital Ship Torpedo and the British Space Systems Type 21 Voidlance Capital Ship Torpedo”.
The latest book published just this week is Atlanta-class Carrier.
One of the largest ships in Earth Sector, the Atlanta-class carrier is the main capital ship of the Southern Alliance Navy. The Atlanta-class carriers are often the centerpiece of a strike group and stand ready to launch their fighters.
The Atlanta-class carrier is a 3800 tonne vessel which is heavily armed and armored. The Atlanta also carries 50 F-40B Tomcat fighters and 15 B-44A Archangel strike craft. In short, the Atlanta is prepared for action.
Ad copy, Atlanta-class Carrier
This book also has rules for small craft weapons such as missiles, rapid fire railguns, lasers, and particle beams.
As you can tell, there is a wide variety of ships here. From a very nice “adventuring” 100-dTon ship to a 300-dTon merchant for trading there are many story possibilities. The larger military ships are very suitable as backdrops to adventure.
Speaking of adventure, I also took the opportunity to pick up a couple of free adventure modules from Zozer Games set in their HOSTILE universe. For HOSTILE, think Aliens meets Blade Runner meets Outland. HOSTILE is more of a gritty, hard sci-fi setting. These HOSTILE Situation Reports are free one-page RPG NPCs or adventures seeds that can be added to your game.
Ghost Ship– “A mayday signal draws the PCs to a lonely gas giant, and a starship in an extremely low, atmosphere-grazing orbit. There’s no response … can the crew be saved? Are they even still alive?”
Snakehead – “Meet Baosheng, a veteran Snakehead operating in the Off-World colonies. His syndicate specialises in techno-crime and the theft of shuttle craft. He has a job you might like … it’s just a pity you’re a deniable asset and he is posing as a legit businessman. What could go wrong?”
Season 5 of The Expanse TV series is streaming now, which means its that time of the TV season that I look once again at how I can take the hard-ish science fiction of James S.A. Corey and depict it in a roleplaying game campaign. This time I am focused on one foundational aspect of the setting that I took for granted before – gravity.
Getting Down with Gravity in The Expanse
Gravity in The Expanse is kept fairly realistic. The sources of gravity are what we expect from our current understanding of physics. Gravity is created by mass (planets, moons, planetoids, asteroids), spin habitats, or along the thrust vector of ships. Gravity is also a vital part of the cultures in The Expanse. From Belters who are tall and lanky from growing up in low-g but weak in normal gravity to Martian Marines who train at 1-g to be ready to fight on Earth, gravity is an important descriptor (discriminator?) between different factions. Gravity also has important impacts to space travel and combat; look no further than the need for “the juice” to withstand high-g acceleration or maneuvers or how it acts to limit human activities if one’s body is subjected to high-g stress for long durations (not to mention the catastrophic consequences of decelerating too quickly, yuck).
I really appreciate how all these various rule sets can work together to create an internally consistent, plausible setting. Although I use all these different rules sets and settings for reference, I will describe my rules interpretations primarily in Cepheus Engine terms for ease of integration across the various rules incarnations. My goal here is not to “science the sh*t” out of gravity in my RPG campaign, but to lean on a reasonable set of rules to provide good setting “flavor.”
Characters and Gravity
Characters in Cepheus Engine are described using three physical characteristics; Strength, Dexterity, and Endurance. The usual character generation method is to roll 2d6 for each characteristic. Each characteristic can range from 1 to 15 with 7 being a human average. Interestingly, when creating the physical characteristics of a character, there is no adjustment in the rules based on a low-gravity homeworld. Instead, an (assumed) low gravity homeworld grants certain default skills. Specifically, a homeworld with a Trade Code of “Asteroid” or “Vacuum” earn the Zero-G-0 skill (CESRD, p. 26)
The CESRD also has rules for alien species that are not specifically intended for human characters but I note them here as they may prove useful:
Notable (Characteristic): Some species are notably dexterous, intelligent, tough or strong. Characters from such races have a positive Dice Modifier when rolling for that characteristic (+2 unless otherwise specified), and their racial maximum for that characteristic is increased by the same amount. (CESRD, p. 44)
Weak (Characteristic): The opposite of Notable (Characteristic), some species are weaker, less resilient or less well educated than others. Characters from such races have a negative Dice Modifier when rolling for that characteristic (-2 unless otherwise specified), and their racial maximum for that characteristic is decreased by the same amount. (CESRD, p. 45)
The Clement Sector setting supplement Tree of Life: Altrants in Clement Sectordefines an altrant as, “groups of humans which, from birth, have been altered thanks to advanced genetic manipulation, to have abilities different than a baseline human. These changes were most often made to allow humans to be able to perform tasks and live in environments which would be difficult or impossible for baseline humans.” If one ignores the “genetic manipulation” and instead views the change as “naturally evolved” then two Body Alterations found in this supplement may be useful:
Muscle Increase Package: Often referred to as the “Hercules” alteration, this procedure alters the body to make it as strong as it can possibly be. This alteration is the equivalent of years of strength training and will give the body the appearance of a successful bodybuilder. Taking this alteration gives the character +3 to their STR and -3 to their DEX immediately after the full alteration time period has passed. (Tree of Life, p. 45)
Vestibular System (Improved): This alteration improves the sensory system which provides the user with their sense of balance, spacial orientation, and balance. This gives the character a +2 DM to any physical task performed in gravity of less than 0.50 standard. However, the character will suffer a -2 DM to any physical task attempted in gravity of more than 1.25 standard (Tree of Life, p. 49)
The CESRD is also limited in what affect gravity has on characters. The skill “Zero-G” provides some guidance for actions in zero-gravity environments:
Zero G: The Character is acclimated to working and living in micro-gravity environments and freefall. The character is trained and familiar with the use of weapons and combat in such environments. In addition, the individual has been trained in the wearing, care, and maintenance of all types of Vacuum Suits and Combat Armor commonly used in these conditions.
CESRD, p. 57
[As an aside, looking back over the history of Traveller, the Zero-G skill, seemingly so foundational to a science fiction setting, has evolved in interesting ways. In Classic Traveller Little Black Book 1: Characters and Combat, one finds the skill Vacc Suit but not Zero-G. The CESRD has Zero-G but not Vacc Suit. T5 has both Vacc Suit (which it names as a Default Skill that all characters start with) AND Zero-G.]
Rules for “High and Low Gravity Worlds” are found in Chapter 12: Worlds of the CESRD:
High and Low Gravity Worlds: Worlds where the gravity is 0.75 or less are low-gravity worlds….Humans tend to find life on low-gravity worlds to be initially pleasant, but regular exercise regimes and medicinal supplements are required to prevent bone and muscle degradation. Those who spent too long on low-gravity worlds cannot tolerate higher gravities. Characters on low-gravity worlds suffer a -1 DM to all skill checks until they acclimatize, a process which takes 1D6 weeks. Characters with Zero-G skill at level 0 or better acclimatize instantly.
High-gravity worlds have a gravity 1.25 times or more than of Earth….Humans find high-gravity worlds unpleasant. Especially high-gravity worlds require the use of pressured or powered suits to support the human frame. Characters on high-gravity worlds suffer a -1 DM to all skill checks until they acclimatize, a process that takes 1D6 weeks.
CESRD, p. 168
Going back deep into the Classic Traveller lore, Module 2: Beltstrike includes rules for activities in zero and low gravity. Basically put, anytime the characters attempted to move or otherwise act in zero-g they had to make a saving throw of 10+ (on 2d6), applying modifiers as found on the Zero-G Activities Chart:
The more recent Orbital 2100 also provides rules for activities in zero-g environment. The task roll in Orbital 2100 is the spiritual successor of Beltstrike but greatly simplified:
Every crewman on DSV [Deep Space Vehicle] or orbital vehicle will have Zero-G skill-0 as standard. Higher levels of the skill are indicative of much greater experience of working in zero gravity. A crucial task, whether it is aligning and antenna or an EVA, shooting someone with a revolver or trying to shut an airlock door quickly to prevent an intruder forcing their way in, requires a skill check. For regular activities, skip the rolls entirely.
Avoid Losing Control in Zero-Gravity: Zero-G, Dexterity, Instant, Average (+0)
Apply the following DMs: Using a tool to repair/construct -2, Firing a gun -3, striking with tool, weapon, fist etc., or pushing/pulling -4, using a handhold +2
Losing control means that the task has failed until control reestablished, the character is tumbling! Roll again to regain control, but this time there are no DM’s, either positive or negative, except for those derived from Zero-G skill and Dexterity characteristic.
Orbital 2100 v3, p. 125
Before we get into making a character for The Expanse, let’s also consider what the spacecraft in book and TV series show us.
Ships and Gravity
The Expanse Canon
Way back in October 2016 and February 2017 I did two posts on how I viewed the depiction of spacecraft in The Expanse in Cepheus Engine-terms. To recap, there are three basic forms of Maneuvering Drive (M-Drive) shown in The Expanse; the “Teakettle,” the fusion torch, and the Epstein Drive:
Flying teakettle was naval slang for flying on the maneuvering thrusters that used superheated steam for reaction mass. The Knight‘s fusion torch would be dangerous to use this close to the Canterbury and wasteful on such a short trip. Torches were pre-Epstein fusion drives and far less efficient.
Leviathan Wakes, Chapter 3
By doing some backwards math I worked out that the “Teakettle” tops out at 2-G acceleration. Based on the upper limits of the instruments in Solomon Epstein’s ship, the fusion torch appears to have a limit of 7-G acceleration. In the novella The Drive, Epstein’s new drive pushes him at something like 12-Gs and in Season One of The Expanse the Rochinante pushes upwards of 17-G acceleration. As fast and exciting a high-speed run is, the mundane reality of travel in The Expanse is that ships usually plod along at a much slower cruising rate. Judging from the book Leviathan Wakes and the novella The Drive it appears that “cruising speed” is somewhere around 0.3-G acceleration. This ‘minimal acceleration provides just enough g-force to avoid the penalties of zero-g activities. This low-G acceleration is also important to note because it plays into the design of the ships.
Ship Gravity Using Cepheus Engine
One of the major “handwavium” technologies in Classic Traveller and now Cepheus Engine is that with the advent of the gravity-based maneuver drives you also get artificial gravity, known in the Traveller setting as “Compensators”:
Compensators. Integral to Maneuver Drives, Gravitic Drives, and Lifters is an inertial compensation component which counteracts the effects on acceleration on occupants of the ship. (T5 v5.10, Book 2: Starships, “How Maneuver Works,” p. 101)
In The Expanse there is no artificial gravity device for spacecraft so we need to find some rules to help us depict what happens with too much, or too little, gravity and what design decisions can be made to compensate.
In The Expanse, there are two technologies for dealing with the crushing force of high-g acceleration. The first is acceleration gel; “Thirty minutes later, the engines kicked on, pressing him into the acceleration gel at a joint-crushing high-g burn for thirteen days, with one-g breaks for biological function every four hours.” (Leviathan Wakes, Chapter 46)
The second acceleration compensating technology is “The Juice:”
Going on the juice was pilot-speak for a high-g burn that would knock an unmedicated human unconscious. The juice was a cocktail of drugs the pilot’s chair would inject into him to keep him conscious, alert, and hopefully stroke-free when his body weighed five hundred kilos. Holden had used the juice on multiple occasions in the navy, and coming down afterward was unpleasant.
Leviathan Wakes, Chapter 5
Standing Up In Space
The design of ships in The Expanse is also driven by the lack of an artificial gravity device. Fortunately, the setting of Orbital 2100 is in our near future and leans heavily into pre-gravitic spacecraft design similar to The Expanse and therefore can be used as a guide:
The biggest difference in space technology is the absence of anti-gravity….Not only are the drives different but the lack of on-board gravity means the crew must operate in zero-G throughout the mission. The only way to mitigate this is the installation of spin habitats, or rotating sections of the spacecraft, that ‘simulate’ gravity.
For every four week period of continuous micro gravity exposure there will be a one point strength and endurance characteristic loss that will require 1d6 weeks of recover in a one standard gravity environment.
The two main methods of producing artificial gravity are:
Producing “rear is down” gravity
A ship under acceleration will produce thrust gravity. In this instance the ship’s internal layout will need to be perpendicular to the axis of the ship or ninety degrees to the line of flight.
Producing “out is down” gravity
For any type of method using centrifugal rotation to produce gravity, the internal layout must be aligned so that decks face inward towards the center of the rotation arc.
Anderson & Felix Guide to Naval Architecture, “Artificial Gravity,” p. 106
Having looked at many rules of Traveller and Cepheus Engine, how do I think characters from The Expanse could be portrayed?
Building a Better Belter
For Belter characters, at character generation I give each the Weak (Strength) and Weak (Endurance) trait from the CESRD alien species listing. I also give Belters the Vestibular System (Improved) alteration found in The Clement Sector supplement Tree of Life. Note that Belters grow up with the Zero-G skill so they instantly acclimatize when moving between different gravity world unless they cannot exercise or medicinal supplements are not available. To simulate the absence of such I ruled that they suffer loss of strength and endurance the same as if they were exposed to micro gravity for long periods.
I tend to generate and play Martian characters pretty much as a standard human. Being born, raised or living on Mars for any extended length of time automatically earns the Zero-G skill. Martian Marines, of course, are generated using the CESRD Marine career although I also draw upon materials found in The Clement Sector, in particular the sourcebook Hub Federation Ground Forces.
There are no specific rules in Cepheus Engine or Orbital 2100 for acceleration effects on characters. Looking at “Falling and Gravity “in CESRD (p. 164), we see that on a 1g world, a character suffers 1d6 damage per 2m of fall. The rules further specify that for higher g worlds, multiple the 1d6 by the planet’s gravity number. The Epstein Drive accelerates at 11-G which we can compute as 11d6 damage. The question is the time period in which this damage takes place. Falling is assumed to be instantaneous, but declaring 11d6 damage per combat round (every 6 seconds) does not seem to fit the events of The Drive. This seems excessive because an average character in Orbital 2100 (7 Strength/7 Dexterity/ 7 Endurance) only has 21 damage points until death. The “average” damage from 11d6 is 44, meaning an average character is dead twice over!
Perhaps we should assume the 11d6 damage takes place every space combat round (1,000 seconds/16.6 minutes) instead? This better reflects the painful, but non-instantaneous death like Solomon Epstein experiences in The Drive. It still seems like an excessive amount of damage guaranteeing a quick character death.
Looking around for a solution, and not finding one in the rules, I suggest a “house rule” that acceleration couches (built with that acceleration gel) absorb some of the damaging g forces. In This New Ocean: A History of Project Mercury, acceleration couches in the Mercury spacecraft were designed to absorb 9G (assumed to be the maximum G at reentry). If we use couches to absorb, say, 10 of 11G, the character will have only 1g of damage (1d6) per space combat round. This means an average human may last as long as six space combat rounds, or about 100 minutes, before succumbing to the strangling G forces. We could also say that prolonged exposure to high-g, defined as more than 1-G acceleration but less than the 9-G acceleration gel couch rating, will subtract one from the strength and endurance characteristic every 16 space combat rounds (around 4 hours) unless there is a four-round (1 hour) break in acceleration at 1-G or less. This fits with the time period in Leviathan Wakes when talking about acceleration gel.
These Boots Are Made For Walking
One important piece of equipment is The Expanse is Magnetic Boots. Characters with the Zero-G skill automatically can use Mag Boots; other need 1d6 hours to acclimatize. (I’m so tempted here to say that, based on canonical events in the TV series, female characters get an automatic -2 DM on the time roll, but that would be gender biased, eh?)
Working In Space
When the player characters are in low-G or micro-G environments, I makes sure to use the Orbital 2100 working in space task check unless they are wearing Mag Boots (count as a handhold for the +2 DM) or the ship is moving with at least 0.3-G acceleration. I also enforce the A&F prolonged micro-gravity exposure rule.
Rochinante, Meet Broadsword and Azhanti High Lightning
Ships in The Expanse are built using what I call a “tower-ship” or “tail-sitter” design where the decks are arranged like floors in a building perpendicular to the axis of thrust. Classic Traveller and Cepheus Engine don’t have many designs to reference, but I will point out that the Azhanti High Lightning-class of cruisers (Classic Traveller Game 3 – Azhanti High Lightning) or the Broadsword Mercenary Cruiser (Classic Traveller Adventure 7: Broadsword) are built using a tower-ship/tail sitter design like the Rochinante. If you want to see a Cepheus Engine ship design that uses the tower-ship configuration I recommend you get Ship Files: Atticus Class Freelancer from Moon Toad Publishing (2017). This 100dTon ship is a tail-sitter not that much smaller than the Rochinante….
Vase had said it under his breathe, but it came through Rand’s earpiece clearly. “Yes, jerks,” he thought. This was supposed to be a friendly meeting. Now he and Tercel were trying to ease their way out of the dive bar before anyone noticed that their “friend” was bleeding from a small dart wound in the forehead. Rand had heard the sharp whistle of the dart pass his ear at the same time the small hole opened. Fortunately, the contact had already passed the small package over to Tercel. Now they just had to get back to the ship. And off planet. And past the space patrol.
The SOLOrules also give some focus to character relationships. I had already started to explore these aspects, with the differences in “opinion” between Rand and Tercel. Now I have a few more relationships and motivations to play off of. Like, why does Rand owe that Crime Lord so much? Hmm….
To support the campaign, I need a subsector map. Using the rules in Cepheus Light, I rolled up a random subsector with 36 worlds. I am now in the process of fleshing out the Universal World Profile (UWP) for all those planets. There is at least one computer app out there that could do this for me automatically but there is something special about rolling the dice, watching the profile fill out, and starting to imagine what it means. One of the first planets I rolled up was a Captive Government, which immediately got me wondering, “captive to who?” Another planet? A corporation? I don’t know, and probably won’t have a better idea until I get the planets within a Jump-2 radius determined. Already the ideas have started to grow….
This is the magic of the Traveller RPG universe; magic that Cepheus Lightmakes easy and simple to use.
This is a bonus posting in my series of 2018 “of the Year” posts. This one covers role-playing game (RPG) items. The regular posts cover boardgames, wargames, game expansions, and the last is my Game of the Year. Candidate RPG items are taken from those published and which I acquired in 2018.
My candidates for the RockyMountainNavy RPG Item of the Year in 2018 are:
At one point this year I backed a Kickstarter for a RPG setting that seemed right up my alley. It featured “tense space fighter combat, swaggering pilots, and interplanetary adventure!” However, after reading the preview version I dropped my pledge in disgust because I wanted a GAME, not a political statement. It was part of a trend I see in many parts of the RPG industry and it turns me off. Now, I’m not naive, nor do I desire to avoid the “issues” but I deal with them enough elsewhere and I just don’t want them in my RPG. I want to play RPGs for a bit of escapism, not political activism. It was yet another nail in the coffin of my RPG enthusiasm.
Omer Golan-Joel and Josh Peters have reignited my interest in RPGs. To use some Traveller 5 definitions, I tend to be a Casual Player (travel, explore, interact, negotiate, combat, etc.) with a heavy dose of world building and System Engineer (explore the universe in detail) thrown in. With Cepheus Light I can get back to making adventures for myself and the RockyMountainNavy Boys. Indeed, using Cepheus LightI may just try to make my own RPG setting based on the wargame Talon from GMT Games.
Feature image from tedlindsey.com. Go look at their work; it’s excellent!
I have said before that 2017 was the year of the wargame for me as I rediscovered by wargaming roots. But that is not to say I have forgotten the roleplaying game part of my gaming expereince. In 2017, I still managed to get some make a few RPG purchases and get in a few plays.
Gypsy Knights Games continues to support their awesome The Clement Sectorsetting. In addition to their great Wendy’s Naval-series which lays out the fleet of various subsectors, this year also focused on pirates and uplifts or alterants. All three introduce true grey-areas into the setting morality and can be used to play anything from a campy to dark setting. I like this; GKG has given me many tools to make the setting I want.
In early December, Zozer Games released their new rules/setting called Hostile for Cepheus Engine. This “Gritty Sci-Fi RPG” draws heavily from popular franchises like Alienor movies like Outland. The setting is right in my wheelhouse and it certainly deserves its own deeper dive in the near future (no pun intended).
I know my RPG tastes are not mainstream; I am not a Dungeons & Dragons 5th Edition fan nor have I dug deeper into the Star Wars Roleplaying Game. In 2017, as wargames and family boardgames grew in popularity in the RockyMountainNavy house, something else in my gaming world had to give. I have given up a lot of RPG experiences, but by keeping to a simple rules system with wonderful setting support I still find a way to keep my RPG gaming going.
If you look back on my blog, you will see that up until this year I had a heavy focus on roleplaying games, especially science-fiction RPGs. This year I have turned hard into boardgames with a mix of tabletop family games and wargames landing on the table. RPGs have definitely fallen off to the side.
I recently took a look at DriveThruRPGs Black Friday to Cyber Monday Sale and made a few purchases, but at the same time I asked myself why I lost my RPG mojo. Last year I really tried to like Star Trek Adventures from Modiphius Entertainment. I participated in part of the Living Playtest and offered (few, very few) comments. In the end, instead of liking Star Trek Adventures, I was turned off to RPGs and only now am (sorta) giving them a chance again.
This is the Star Trek Adventures Borg Cube Collector’s Edition Box Set. To me, this is not an RPG.
I cannot fully explain why I have such a visceral reaction to this offering. I understand that I don’t need the extra maps, and dice, and miniatures, and tokens, and other baubles to play an RPG. I know that all you need to play is a simple set of rules and imagination. I know because that is what I did with Classic Traveller for many years.
I think when I saw Star Trek Adventures I saw the continuation of a trend towards bigger RPG rulebooks and more IP-related gaming. To a point I had bought into that market with Serenityand Battlestar Galactica and Traveller 5 and Mindjammer and Atomic Robo and Fireflyand Star Wars Roleplaying Gamefinding cherished places on my shelf.
I rejected them…and walked away from the RPG hobby for a bit.
I am slowly finding my way back, thanks to small publishers like Gypsy Knights Games and Zozer Games and Stellagama Publishing. For a while that’s where I think I am going to stay for RPGs, on the smaller side of the spectrum with publishers who offer material that stimulate my creativity in a more rules-lite, non-restrictive campaign setting.
I have found my RPG mojo…it never left and it is actually little changed from the late 1970’s. It just doesn’t need a large box and multiple rulebooks and maps and tokens and minis and hardcover expansions. It needs nothing more than the PWYW Cepheus Engine and a setting like The Clement Sector. What I need is like what Zozer Games is offering; the very simple 1970s 2d6 Retro Rules. With these simple tools I can make grand adventures; I don’t need a huge Kickstarter box or endless hardcovers or miniatures or tokens to do have fun.
Traditionally, Memorial Day marks the beginning of summer for the RockyMountainNavy family. That is until we moved to the East Coast. Now school for the RMN Boys goes until mid-June. However, I still want to use this occasion to look back on my geek hobby year-to-date.
According to my BGG profile, I played 10 games in January, four in February, four more in March, none in April, and only two in May. For a year that I wanted to play more I certainly have dropped off! Summer may change as I have several new games inbound. Arriving tomorrow is Conflict of Heroes: Guadalcanal – The Pacific 1942 (Academy Games, 2016). I also may be getting closer to my Kickstarter delivery of Squadron Strike: Traveller(Ad Astra Games, ??) which after many delays (unwarranted and unacceptable in my opinion) finally opened the BackerKit this week. I also pledged for Worthington Publishing’s Mars Wars – but it cancelled. This month I pledged to support Compass Games’ new Richard Borg title Command & Colors: Tricorne – The American Revolution. To be honest, I am buying this title as much for myself as for the RMN Boys – which is both a blessing and a curse. I am certainly blessed in that I have boys who love gaming, but cursed in that they are not a hard grognard like their old man. The titles also reflect a change in my gaming interests as I struggle with the closure of many FLGS and the movement of my purchasing online or (shudder) to Kickstarter. I also have several games on P500 at GMT Games and hope to see that production schedule move forward this year.
I started off at Christmas with a good collection of books that I am whittling down at a much slower pace than I wish. This is not because I have ignored them; on the contrary, I am probably reading more than I did last year – just not reading off my list! Science fiction books have taken up much of my reading time. I have found myself lost in rereading the Charles E. Gannon’s Caine Riordan series from Baen Books. I also turned to Kickstarter again for content, this time in the form of Cirsova 2017 (Issues 5&6) and its short stories.
I didn’t get time to build much but the RMN boys got many kits completed. We even found a YouTube channel that we love, Andy’s Hobby Headquarters. He not only shows great models, but the boys are studying his techniques for better building.
I also have to do the Dad-thing and boast a bit about my youngest RMN Boy. This past quarter he was studying World War II and had a project to complete. The project supposed the student had found items in the attic from grandparents accumulated during World War II. The student had to put together a scrapbook of a newspaper article relating a battle (writing assignment), a letter from a soldier/sailor to home describing another battle (writing assignment), a letter from home describing the home front (writing assignment), a letter from the mayor to a local boys club thanking them for supporting the war effort (another writing assignment), notes from Grandmother about key personalities (short biographies), and a propaganda poster (art assignment). We had fun doing this project as together the youngest RMN boy and I prowled my shelves for sources, watched movies and documentaries online, and even pulled out a few games to better visualize the battles. A very proud moment for this father as the New Media and my book and game collection came together to teach a young man history.
SOLO is based on the “fortune in the middle” approach to gaming. As Paul explains it:
Here, some decision making is made, but with very little description of how the player actually achieves his goal. The dice are rolled and the results retro-actively interpreted. [p. 6]
In explaining how to get to the “fortune in the middle,” SOLO breaks down the rules into six broad sections; Character Generation, SOLO Campaign Rules, and four different campaign styles (Travellers, Star Traders, Naval Officers, and Survey Scouts). As an added bonus, the Naval Officers campaign also has simplified “All-in One Space Combat” rules.
The Player Characters chapter is on one level a rehash of the character generation rules in the Cepheus Engine System Reference Document, but at another level so much more. The expanded explanations in SOLO do so much more to bring Cepheus Engine closer to a narrative-style of game. For instance, look at how the CE Reference Document explains Endurance:
Endurance (END): A character’s ability to sustain damage, stamina and determination. [CERD p. 23]
Compare this to SOLO:
Endurance – Toughness and stamina. Endurance also indicates a pain threshold. Does this indicate a character with a past filled with hard knocks and hard living? Low endurance may mean a pampered lifestyle, a low tolerance of stress, pain and discomfort. [p. 10]
SOLO gets much closer to creating characters in the style that Marc Miller in Traveller 4 (T4) referred to as the Detailed Role-Players – characters with strong motivations and rich backgrounds. With just a few extra words and a bit more thought, SOLO guides the players into making much deeper characters. This is partially achieved by focusing on what the die roll is during character creation and not just if it was a pass/fail:
Once a career has been chosen and the rolling of dice begins, we must take note of how much the role for Survival, Commission, Promotion and Re-Enlistment were made by – or failed by. Think of what it means to make or fail a roll by a wide margin. [p. 12]
This same approach applies to Skill and Mustering Out. I especially enjoyed Paul’s comment in Mustering Out where he recommended reducing cash bonus benefits for, “This ensures that none of the player characters in the group are too affluent – too affluent to take risks.” [p. 13].
The next chapter, Character Reactions, starts the core of the SOLO rules. Character Reactions introduces a new rules mechanic for “In-Game Reactions.” In-Game Reactions is a roll to avoid a bad reaction – a measure of how well the team held their nerve. It is a variable target number based on the crew relationship; the examples used range from the squabbling crew of Prometheus (more prone to bad reactions) to Star Trek (less prone).
“The heart of SOLO is The Plan” [p. 22]. The Plan lays out the scene resolution mechanic. This again is a new game mechanic because SOLO resolves scenes and not tasks. Through the use of a single die roll, The Plan resolves “how it all went” [p. 22]. Using a simple three-step process, the player decides the Plan difficulty, danger and resolution. From here the die roll leads to Bad Consequences or Good Consequences. This in turn leads the player to Explanations – what happened.
To help, Paul recommends Write It Down in an unstructured diary [p. 28]. Most importantly, this must include NPCs: Contacts & Enemies. If you haven’t caught on yet, SOLO is heavy on relationships – relationships between characters and relationships between the party and NPCs. These relationships in turn lead to Storylines where the player “tries to make sense of random events by hanging on them an interconnected plot” [p. 33].
These random events are driven by Random Rolls, the next chapter. There are Random Tables for:
Tell Me, D6
Law Level Checks
The Tell Me, D6 is nothing revolutionary and shows a range of reactions for either a person or situation. The other tables are wonderful because they often use a variety of d6 rolls, from 2d6 (2-12) or 3d6 (3-18) or d66 (36 potential outcomes). These tables can be dropped into most any campaign, solo or not, and are a reminder that tables don’t just have to be 2d6! The Law Level Checks table and accompanying explanation is also good GM advice on when and how to play with Law Levels, a rule that has been in Traveller since the first Little Black Books in 1977 but one I rarely used until more recently.
With the core SOLO rules explained, Paul now introduces the first of four campaigns – Travellers. This is the default campaign and classic Traveller:
…a mixed group of traveling PCs, veterans of the military services and other walks of life. The might have a small starship with which they move from world to world, or they may travel on commercial starships. Criminals, hunters, fortune hunters, noblemen (and their countiers), miners, chancers and bounty hunters, all fall int this category. [p. 53]
Each campaign uses a Checklist of events. Paul also recommends starting this campaign In Media Res, and has a “Starting Situation” table to help. The campaign also has tailored events tables. Once again all of these are great fodder for any GM to drop into their campaign. The heart of the Travellers campaign is the Patron Encounter though here event that is expanded upon by also encountering Enemies, Cargoes, or Colourful Locals.
The second campaign is Star Traders. This campaign is actually where Paul started as it is based on his earlier publication, Star Trader. The Star Trader campaign is where:
With a ship in hand, the player characters can start making money by shipping people and cargoes. Often this means they are free traders, plying the routes the big carriers have ignored. Free traders can get into plenty of sticky situations, can earn extra money from infrequent adventures and sometimes operate on both sides of the law. [p. 7]
SOLO ties to avoid the “fantasy stocks and shares” gaming trope and make this campaign adventure. Once again, it is relationships that will drive events. The campaign checklist is not only a great guide for solo play, but useful guidance for any free trader campaign game.
Whereas the Travellers and Star Traders campaigns are classically Traveller, the next campaign, Naval Officers, is much different. “The PCs are the crew of a naval warship, patrolling the subsector, battling pirates and smugglers and defending the region from other interstellar navies” [p. 7}. Because this campaign is not “classic,” different character generation rules are called for and provided. Additional rules are what I call “Naval Intelligence,” added planetary codes for pirates or general threat levels giving an expectation of action. The “Star System Encounters” section also flushes out the system and provides more adventure hooks. “Investigating the Sensor Returns” calls for the use of playing cards with the different suits representing a different type of contact. More encounter tables are consulted, and more adventure created.
The Naval Officers campaign also introduces All-In One Space Combat rules. This rules variant uses a streamlined combat resolution mechanic built around a ship’s Combat Rating. Use of this variant avoids the need to play the starship combat subgame as detailed in the CE Reference Document. I don’t know how many more times I will say something like this, but the All-In One Space Combat Rules should be in every GMs kitbag for use during play.
The last campaign is Survey Scouts:
Exploration and adventure go hand in hand. In this campaign, the player characters are the crew of a survey ship – far from help or assistance, members of the scout service exploring new planets and sometimes making contact with alien races. [p. 7]
There is no greater science fiction theme than the exploration of uncharted space; many novels, movies and TV series have gone down this route. For SOLO gamers space exploration provides an almost perfect solitaire-play set-up; a ship, a crew and a subsector of unknown space to fly around without the need for NPCs, meddling governments or regulations. [p. 102]
This campaign style is heavily hinted at in the later generations of Classic Traveller. I prefer to call this campaign style “Alien Traveller” with a very definite nod to the Alien franchise, although Paul points out that is just one of several genre campaigns possible. Like Naval Officers, Survey Scouts needs modified character generation rules. In Survey Scouts, new rules also cover planetary surveys and “Survey Points.” In yet another useful section for any GM, Survey Scouts draws heavily from another of Paul’s products, The Universal World Profile to add many useful details to planets.
I should point out that after the SOLO rules are introduced and in every campaign an Example of Play is provided. The Naval Officers and Survey Scouts campaigns also use evocative fiction to help showcase their subsystems. Sprinkled throughout the book are many references to stories, books, TV shows, and movies that bring home the point just how versatile the Cepheus Engine system can be.
Recommendation: MUST BUY
SOLO is more than just a campaign system for solitaire play. By using solo play as an example, Paul has actually shown a way to make the encounters-style of adventure work in a wide variety of campaigns. SOLO should be in every Cepheus Engine/Classic Traveller RPG GM’s kitbag. It is astonishing to think about just how much “game” is included within these 153 pages. At $9.99 this is a real bargain for the many hours of play one can get solo or with their regular adventures.
SOLO: Solo RPG Campaigns for the Cepheus Engine; by Paul Elliott, Zozer Games, 2017.
Cepheus Engine System Reference Document: A Classic Era Science Fiction 2D6-Based Open Gaming System; by Jason “Flynn” Kemp, Samardan Press, 2016.
The setting of TSAO is a logical outgrowth of 20th century UFO conspiracies:
Set in 2260 AD – two years after the Terrans took Keid and forced the Reticulan Empire to capitulate the book introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering, and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. (DriveThruRPG)
TSAO is delivered in a 209 page pdf (also now available in a POD option). This meaty setting is explained over six chapters and two appendixes.
Chapter 1 – The United Terran Republic provides much of the history and setting background. Included is not just a recap of events to date, but also many groups or factions or agencies that the player characters (PCs) could interact with. Psionics has a role in this setting. Given the assumed Tech Level (TL) of 11-12 (with some military at 13), TSAO (like Omer Golan-Joel’s earlier Outer Veil setting) is a high-tech but small-ship universe.
Chapter 2 – Aliens describes the humans neighbors, opponents, and allies(?). In the space of just a few pages many races are fully described and (again) are rich with adventure seeds and story hooks for development.
Chapter 3 – Characters and Careers is a great example of how to take the basic character generation system in Cepheus Engine and stretch it to showcase it’s full potential. PCs can be the default Humans or select from several alien races. Careers are taken from 13 civilian careers in Cephesus Engine or an from the 20 new ones in TSAO, including seven (7) alien “careers.”
Chapter 4 – Starships showcases alien saucers and Terra’s ships along with a few other alien constructs. Art is provided by the ever-dependable Ian Stead and others. Make sure to look at the 300-ton Terran Shaka-class Light Military Transport (and especially the Decommissioned Shaka-class Transport) for a not-to-subtle nod to Serenityand the Firefly-class.
Chapter 5 – Terran Borderlands is combination gazetteer and Referee’s Information. The worlds of Known Space is detailed, along with many story hooks and adventure seeds. The usual World Generation process from Cephesus Engine is expanded upon here with an Expanded Universal World Profile that adds a bit more detail but also a whole many more ideas that PCs or Referees can grab onto.
Chapter 6 – Patrons describes 12 Patrons that might engage the PCs. The chapter is not only a grouping of ready-made adventures, but also provides insight into the setting as viewed by the authors.
Appendix A – Terran News Agency Dispatches, February 2260 is a call back to the Traveller News Service snippets that were a staple of Classic Travellerand its successors. Again, these short news items can be the start of yet more adventures!
Appendix B – Sources of Inspiration, Literary and Otherwise is TSAO‘s Appendix N. I always look over these lists to see what inspirations the authors took and to see what I may want to add to my reading/viewing.
The last part of TSAO is an index. This is one of the best indexes I have ever seen in a book. However…the pdf is not cross-linked. This highlights some of my pet peeves with so many pdf products; page numbering and no linking. TSAO is paginated like most books, with page 1 being the interior title page. Unfortunately, this is “page 3” of the pdf, meaning if using your pdf page search you will always be three pages off from your target! The publisher could of avoided (or lessened the impact) of this issue if the Table of Contents (or even that great Index?) was linked.
Production quality is very good. Compared to Stellagama’s previous The Space PatrolI can see definite improvement. Get the linking and page numbering issues nailed and I will likely have nothing to complain about….
The authors call TSAO the first in the Visions of Empire (VoE) space opera settings. If TSAO is any indication, the VoE series will be settings rich in background using (and stretching) the Cepheus Engine rules to their finest.
Two of my three favorite Traveller RPG, uhh…”2d6 Classic Sci-Fi RPG”, companies published new items recently that I acquired.
The first is Far Horizonfrom Zozer Games. The cover calls it Far Horizon: A TL9 Exploration Ship for the Cepheus Enginewhereas the front matter states Far Horizon: A Near Future Mission and Spacecraft for Cepheus Engine. Both titles are correct, although the second one is more accurate. This title is designed to go with the Zozer’s Alternate Traveller Universe (ATU) setting of Orbital: 2100 although everything is included here to play this adventure with just the basic Cepheus Engine rules if needed. Inside one finds not only background into the mission but also a complete description of the DRV Far Horizon, a nuclear-thermal rocket for exploring deep space. Included also are rules for TL9 Vacc Suits. The adventure itself is a race-against-time investigation into the unknown.
Parts of Far Horizon have been available previously. The ship itself is a free download at DriveThruRPG. The rules on vacuum suit construction were in a previous product, Vacc Suit, which is no longer available no-thanks to the Mongoose Publishing Community Content Agreement. So it is refreshing to see this packaging bringing back good near-future, hard-ish sci-fi adventure! Adding to the quality, the product is nicely illustrated by Ian Stead and others.
If one has looked at Orbital: 2100 but are not sure about making the jump into this ATU, Far Horizon is a great way to try out the setting.
The second product I got was Ships of the Clement Sector 17: Atlas-class Freighter from Gypsy Knights Games. This is the second of what I call “expanded” ship books from GKG. The 50-page product includes excellent narratives to set the mood, awesome ship art by Ian Stead (again), and just enough adventure seeds to whet a GM’s appetite. Indeed, this larger format allows for more of each giving both players and GMs more to think about and more potential for adventure. If you are a fan of The Expanse, you may find a similar vibe to that universe and some of the stories and background presented here. Though many might look at an 800 dT freighter as “not sexy enough to be my ship,” the reality is it takes ships like the Atlas to ply the shipping lanes of the Clement Sector and ekk out a living. This book helps your players do just that. Another must-buy from GKG!