Monday, July 25, 2011

Shiny New Ideas for our GorRahm game

This is nearly stream of consciousness, so apologies. I’ll try to clean it up before posting.

In terms of tone, I lean towards the ‘gritty’ tone of the movie and pilot instead of the light-hearted tone of the series. I want in-character jokes, and witty intercharacter dialogue are a must of this setting. And I want the language to show up – I want shiny and go rahm. I think one of the SW splats had a list of phrases – they will be used by me, for a certainty, as will old west dialect, particularly as you move out from the core worlds.

So do those things.

But, I like that when you first meet Badger, he’s checking a girls teeth before purchasing her for no doubt nefarious purpose. And the crew stands there and watches. I like that ship parts break at the worst times, and salvage ops are seen as vultures feeding off the dead. I don’t want a crew of psychopaths (one or two might be okay, based on the show), but somewhere between world-weary realists and cynical pragmatists seems appropriate as the norm. By the same token, a character who is not these things would be a peculiarity to his peers, and might be fun to play (think Wash!).

In terms of canon, I’m pulling from the series and movie, obviously. I won’t be yanking my npcs from the cast – don’t expect to hang with Mrs. Reynolds (as much as we’d all want to). It’ll be effectively all original characters, but as for history of the ‘Verse, organizations, world flavor and such, I’d say the show, the movie and anything I like off the wiki are in play.

I plan to have you guys play a ship’s crew/supercargo. Please work this into your character design thoughts. I’d like to have a way to keep the crew together, but that doesn’t mean you can’t have tension about leaving. I’d lean towards not having NPC crewmembers, but I guess that’s open for debate. There’s definitely a balance to be struck in terms of numbers if we want a varied cast of individuals.

If we play FATE, there’s a very clear way to go about building the ship we can talk about. If not, I’ll come up with a method of shipbuilding. As you can tell from both the show and the movie being named after the ship, it’s critical that you guys have a say in your ship. It’s design, its features, it’s history. This needs to be a real place that your characters can inhabit. It needs detailed deck plans, and personal touches, and the best way to make it thus is to have you all invest in it a bit. I want to know how each of your cabins is decorated. Tell me about a stairwell or a sticky cargo bay door or a burn mark in the corridor. These things need to be there, or the ship won’t come to life like it should.

I’m not sure how to handle planets yet. I have a variety of thoughts, and this will be somewhat (game) system dependent. One thing I like about FATE is it gives everyone the ability to make a couple planets in a reasonably flexible way. If you want to make a planet from the show/movie/etc., that’s doable. If you want a new and improved planet of your own devising, that’s also doable. If we go SW, I’ll probably handle the majority of planets with blurbs and take player input in a more ad hoc basis as fits their character backstory. When you arrive at a new planet, I can give some local details to flesh out the initial blurb.

But regardless of game system, I think each planet should have an Issue. Unlike in SS, there is some degree of interplanetary communication, so the Issue will be some planetary problem that’s cropped up and hit the ‘net. Maybe a drought wiped out some crops, or a group of rebels has set up base in the foothills, or a magistrate is collecting taxes for his own private fleet of combat cruisers, or a reaver attack left only 3 survivors in a border town. These issues will change and resolve, and may not be through the most reliable sources of information (how many times were there misunderstandings or downright lies about what was happening on a planet in the show?). These will be plot hooks, sure, but they’ll also inform tone, and I hope ‘verse wide happenings.

Another feature I want for each planet we detail is at least 1 npc. This is someone at least one crewmember has met. Maybe they’re a friend, maybe not. Maybe they died since you were there last, even. But this should be some contact you can use as a resource, or need to avoid as a threat. Or both. I want these to be ‘one-sentence’ npcs – Badger: the uppity and unscrupulous businessman with illusions of grandeur. Mishka, the conscienceless banker with a penchant for ‘fair’ dealings. These characters can be business contacts, old flames, buddies from the war, former shipmates, that guy you helped out of a pickle last year, whatever.

The last planet feature I think would be useful is a Scene on the planet. This can be a particular dockyard, or a whole town, or a bar. This is where play is likely to start when you arrive on this location, so it’ll have a bit more specifics that are indicitive of the planet as a whole (or not…)

Another issue I’ve been considering: does anyone have another player they’d like to bring in? We can probably fit one more, but I want consensus on this. A new player will probably shake things up as much as the game swap, and could slow things down in game flow, but with JWW busy short term it might be handy to have an extra crewmember. If you have someone in mind as a crewmember, discuss it by email with the current crew, and if there are no big objections we can ask them if they’re interested. Since they’re joining game in progress, we’ll pitch the game as it stands, take it or leave it. I don’t want to do a round 2 of game system/setting discussion once they’re on board. Let’s aim for 1 or 2 at most, and not let things get crazy hiring on greenhorns.

35 comments:

  1. Now I need to find a good translator so I can curse in Chinese better than I do (I only know one phrase). Or rewatch the show.

    As far as the ship goes, we could save time on designing the interior by making it a Firefly, but I'd be happy to help design a new one. I'm assuming shipboard weapons are illegal by Alliance law, so it will either be unarmed or the weapons will be concealed.

    I'm also assuming we'll be in roughly the same mold as Serenity, in that we're flying on the edge of the law, taking legitimate jobs when possible and shadier ones when necessary. I would also be happy with a shipful of outright criminals, so long as we're all still basically good guys, like Han Solo.

    While LR is busy, one thing we can discuss is shipboard roles. I also would prefer no NPC crewmembers, though passengers and supercargo would be fine. The ship needs a mechanic, a captain, a pilot, and a medic, though the captain could double as any of the other three. As I mentioned, I have a character story all ready to go, and a good idea how to build him in either system. His background is such that I can make him a pilot, engineer, or doctor, but he would not make a good captain.

    Any volunteers for captain? Or any other job(s)?

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  2. Bloody Blogger ate my comment when I tried to switch profiles.

    Anyway, I've been thinking of a mechanic/engineer/sciency officer. Highly educated. Wears a suit under his coveralls. Doesn't like fighting, but can kill a man with a punch. Maybe a few screws loose or even some missing marbles. Decorates his room with finger paintings. Kind of a mish-mash of Kaylee, Simon, River, Nathan Rahl, and the black dude in a suit in 12 Monkeys.

    Of course, this is a first draft of a first character, so I can be flexible to what we need for the crew.

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  3. My character is also a bit like Simon, in that he's upper-class and from the Core. Apart from that, though, he's not like any of the Serenity crew. He's well-educated, of course, which is why he can work as anything but the captain of the ship. He's not crazy, though Border-worlders might think he is, since he's all snooty. He also disdains fighting, but it's because he considers it crass. He also thinks killing is beneath him, though he has no other problems with it.

    If your guy, sam, is a Border-worlder with a technical education who wears rumbled suits that used to be good-quality as a way to try to seem respectable, while actually being a bit crazy, he could work well (by which I mean, he would get along badly, thus causing fun drama) with my guy as I have him planned.

    Not sure how much I should reveal about my planned character at this stage. I'll send the outline to BR.

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  4. So, thinking more about planets, here's this:

    http://store.qmxonline.com/assets/images/serenity/atlasoftheverse/the_verse_in_numbers_v11.pdf

    which is free and basically official. And 100 pages. So don't bother 'reading' it, but it'll serve as an underlying reference as we play. Now, some of these planets are detailed in the movie/show/canon. I'll try not to break from that too much. If its an agro world in the canon, it's still an agro world, etc.

    But the vast majority of planets aren't detailed to any great degree, some rough stats is all. These we can build as we see fit, as we play or before.

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  5. I'd suggest, to make things easier, more interactive, and save the GM some effort, that we say anyone can build a planet, or several, as part of their character's background. That'll give us a few new planets in addition to the ones from the show as a start.

    I also agree we should stick with the canon as far as planets that were in the show to avoid confusion, and that .pdf you linked, apart from being awesomely insane, is a great starting point.

    I'd also recommend that players who are struck with an idea for a planet post it. If we use Google+, we could have a circle for the gameplay and a circle for table-talk not directly related to "current" events in the game, so people can check either or both as time and mood allows.

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  6. It occurred to me that sam's character might be a Core-worlder, and since mine definitely is, that could be a bit odd. But then I had another idea: what if everyone were a Core-worlder? It would be interesting to have a crew of people from the Core, who, for various reasons, went out to the Border and Rim planets, and all sort of aggregated onto the same ship. Maybe the captain prefers Core crew, maybe it was a series of chances, maybe both. Or maybe everyone's from the Core except one person, which makes them as much an outsider on the ship as Simon was, but for opposite reasons, but now the crew sort of relies on their knowledge and connections. Or maybe they're just very good at something important, so the rest of the crew tolerates their rough-and-ready attitude. Or maybe they're the captain, so the crew has no choice unless they want to find another berth.

    Just food for thought.

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  7. I'm Cooking chili, which gives my mind time to wander while cutting and stirring and such.

    I thought of a way to morph my character into the captain, if no one else wants to be captain. Despite some substantial changes, though, he'll still be virtually the opposite of Mal, so it would be a major shift in tone to have him as captain. Still, if no one else wants the job, I can do it.

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  8. Bacteriophage, if you can find Six-Shooters & Spaceships in hardcover or PDF (the PDF is a bit large to email), it's got some example ships with crews detailed, such as CanTankerous, the Alliance Landing Ship for Tanks captained by a neo-Browncoat; Huntingdon's Bolt, the Arrowhead class Courier captained by a former Alliance Intel Officer; and OddEasy, the Illiad class Space Liner captained by a former pit-fighter turned ringmaster. Lots of different people of different backgrounds flying the Black for different reasons.

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  9. It's not that I don't have a good reason why this particular Core-worlder would be captaining a ship, I just wouldn't want everyone else to be disappointed if they were expecting a Browncoat captain or something. And like I said, if anyone else wants to be captain, they can have it. Basically, I have a backstory for any crew position, ship-side, so I just want everyone to know they can pick whatever job they want without worrying about me.

    I kind of assume JWW doesn't want to be captain again, though, and in fact it might be best if he filled another role so that he can sit out if he needs to. And if sam has an engineer in mind, then that leaves me and LR for captain. So I figured I should be prepared in case LR doesn't want to be the skipper.

    If my guy is captain, the main difference is that he'll look for illegal jobs first, and only look for legitimate ones when no good, challenging heists are available. He's not a violent criminal, but he disdains "honest" work, at least at the level of cargo hauling.

    If that sounds like fun, I'll make him a captain. Or if no one else wants it.

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  10. I definitely do not want captain. I have no idea really what kind of character I want to play. I was thinking someone Chinese just because we don't see that much of them in the show.

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  11. So in the continuation of my series of why I want to give fate a try, check these character sheets.

    Jayne Cobb

    SW

    Traits
    AG: d8
    SM: d4
    SP: d6
    ST: d6
    VG: d6

    Skills
    Fighting(ag) d6
    Intimidation(sp) d6
    Knowledge(firearms) d4
    Notice(sm) d4
    Shooting(ag) d8
    Stealth(ag) d4
    Streetwise(sm) d4
    Survival(sm) d4
    Taunt(sm) d6
    Throwing(ag) d4

    Hinderances
    Wanted(major)
    Greedy(minor)
    Big Mouth(minor)

    Edges
    Quick Draw
    Two-fisted
    Strong-willed

    FATE

    Aspects:
    Hero of Canton
    His mother’s son
    “This is my favorite gun.”
    “I didn’t fight in no war.”
    “Well, I might survive”
    Public relations
    Mercenary
    What about my cut?
    “like to have my options open”
    “Let’s be bad guys.”

    Skills:
    5 - Intimidation
    4 – Brawling, Slug throwers
    3 – Agility, Alertness, Close Combat
    2 – EVA, Tactics, Resolve, Stamina
    1 – Demolitions, Vehicle, Medical, Micro-G, Survival

    Stunts
    Have a thing: The arsenal

    Military grade slug throwers

    A way with words: Use intimidate for assets.

    Inara

    SW

    Traits
    AG: d6
    SM: d8
    SP: d6
    ST: d4
    VG: d6

    Skills
    Fighting(ag) d4
    Healing(sm) d4
    Intimidation(sp) d4
    Knowledge(Companions) d6
    Knowledge(Arts) d4
    Knowledge(etiquette) d4
    Notice(sm) d4
    Persuasion(sp) d6
    Piloting(ag) d4
    Shooting(ag) d4
    Stealth(ag) d4
    Taunt(sm) d4

    Hindrances
    Loyal(minor)
    Pacifist(minor)

    Edges
    Attractive
    Connections(Companions)

    FATE

    Aspects:
    Registered Companion
    Disarming beauty
    Friends in every port
    “That’s not incense”
    Secret affections
    Feminine wiles
    Savoir faire
    A way with words
    “You have no idea. And you never will.”
    “Don’t play a player”

    Skills:
    5 - Charm
    4 – Arts, Culture/Tech
    3 – Agility, Profession(Companion), Assets
    2 – Oratory, Alertness, Resolve, Stamina
    1 – Brawling, Slug throwers, Medical, Stealth, Aircraft

    Stunts
    Have a thing: Personal shuttle

    Sweet talker: can use charm in place of bureaucracy

    Extra Stress: Composure

    Basically, I ask you which is more evocative of the characters?

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  12. So, the bar is over and I have a job (assistant district attorney) lined up if I passed...

    I am always interested in giving a new system (at least to me) a try. I vote for FATE.

    BR, if you can hook me up with the diaspora source book, I'd be mighty grateful. I'll try to give a hard look at the link BP posted the other day.

    I've got Six-shooters and Spaceships and the original Serenity RPG book which offers a variety of ships and floor plans. We could use these and then build the ships character without arguing over structural integrity or other Ma Fuhns.

    As far as character ideas, I'm looking at putting together a Wei Shian Dohn Wu, like Jayne Cobb, but different. I'm thinking an ex-soldier type (haven't decided which side), who could be a captain.

    I'll also try to find some of the resources I used for the games I GMed and get those posted here.

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  13. congrats on barring it up! I think my favorite thing about tests like this is realizing its the last one you'll have to take.

    FATE it is. I will be happy to get one of my spare diaspora copies to each of you when its convenient for you.

    the SRD has alot of the detail already, but the fine bits are in the book. any other resources are welcome.

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  14. LR: Nice! ADA straight off the Bar, eh? Didn't know you could do that.

    Everyone: I'm actually getting into the idea of my character being the captain. I think it would be quite fun to have this particular guy as captain. If LR just wants a gun-bunny and isn't too concerned about whether he's captain or not, then I'll formally volunteer for the role. If LR definitely wants to be captain, I'll yield the position.

    Since we're going with FATE, which requires that we all share our backstories and character sheets in full, I'll post a quick version of my character now, as he would be as captain, so that everyone can get an idea of what kind of skipper he'd be.

    For the tl;dr crowd, here's the super-short version: what if Bruce Wayne became a cat burglar instead of Batman, then stole a spaceship?

    If LR wants to make a fighter, the captain can also be the main pilot easily enough, and frankly I think a Jayne would be more useful in a crew of 4 than a Wash.

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  15. Here's the detailed background:

    Carlton Bellerophon grew up in a rich family on a Core world that valued manners and restraint above all else. He was well-educated to a normal level, but his parents both died in a vehicular accident just after he reached majority (18?). He inherited their wealth, and so saw no point in continuing his education. He became a playboy for a few years, but soon grew bored, and found the only way to alleviate his boredom was to spend more and more money, a plan that would not last indefinitely. Rather than go back to school, he instead decided to become a thief--not to make money, but to alleviate his boredom.

    Being rich, he bought the best equipment and went about training using the best resources, and became a very good cat burglar, stealing art and artifacts from the rich on his home world and on Bellerophon where he had a vacation house, leaving a single rose petal at the scene of each crime.

    Eventually, this, too, bored him, and he began studying to steal ships. Before he tried, though, he was caught fencing goods stolen from a powerful crime boss. He convinced his captors he was not the thief but merely a middleman, so was not killed. Instead, the crime lord forced him to help fence a shipload of contraband on a space station. Carlton instead hijacked the ship, leaving the contraband and his captors stranded for the Alliance to pick up.

    The crime syndicate was dismantled by the Alliance as a result of this bust, and Carlton escaped to the Border worlds with his stolen ship. The ship's registration was fuzzy to begin with, and he was able to apply what he'd learned planning to steal ships to forge a record of registration in anew, false name, then used that to process a legitimate registration, and used THAT to lend credibility to his false name, so that all records on the Coretex for his identity and ownership of the ship seem legitimate. He took the last name Bellerophon to give people an idea of his background.

    There may still be members of the old crime syndicate out there, escaped or freed from prison or penal planets, who would recognize Carlton and seek revenge.

    He is sophisticated and polite almost to a fault. His insults are almost always worded as backhanded compliments. He rarely swears and his accent, manners, and vocabulary will impress social climbers but annoy everyone else in the Border worlds.

    Carlton has no problem with killing, but feels it's beneath him and will let others do it if at all possible when it's necessary, but he's a good shot when needed. He also considers fighting to be crass, but has significant martial arts training. Stealth is his apex skill.

    As captain, Carlton can do any job on the ship, but not well. He will take jobs for their challenge rather than their reward, but often the hardest challenges yield the best rewards, and anyone willing to sign onto a ship of thieves and smugglers can expect decent payouts.

    If Carlton is not captain, he'll simply have had advanced training in medicine or engineering before his parents died, or as a pilot, he could have had extensive experience flying his private shuttle. In these cases, instead of stealing a ship, he simply fled to the Border worlds after being caught.

    Keep in mind this is subject to modification based on interaction with the other characters during character creation under the FATE system.

    Let me know what you guys think of having Carlton as captain.

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  16. I'm willing to accept Carlton as Captain. And that would probably be for the best, because when my new job starts, I don't what my free time will look like.

    Is your diaspora source book a pdf? If so, google docs now lets you upload pdf files which could then be shared with everyone.

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  17. All right, then. Cap'n Carlton, it is. So our tentative crew is:
    Captain/pilot: Me
    Engineer: sam
    Public Relations: LR
    Medic: JWW

    Though there's no reason an ex-soldier might not double as medic, in which case JWW can take the pilot slot if he wants. Or we could try to go without a medic. Or have an NPC medic. Or get another player.

    I've shared the Diaspora .pdf and errata on Google Docs with you all. I made the collection editable for you as well, so you can upload docs into it, such as character sheets (I think). In a pinch, this could serve as our game's wiki.

    BR: some of the skills seem rather redundant in the Serenity setting, specifically, Aircraft, Pilot (space), and Navigation (space). They seem to assume more difference in ships than the Serenity setting has, because Diaspora ships never land and use jump points. Also, it appears Engineering (space) and Repair are the same skill when it comes to the ship, but Repair includes things other than ships.

    I initally thought that Computer (space) and Communications (space) didn't fit, but then I figured out how they would, so maybe I'm just not seeing how these other ones work.

    I'm also wondering about Stealth vs. Alertness, due to this line: "(The Stealth specialist) is not just hyper-aware of her surroundings and how they make her apparent..." Does this mean a Stealth roll could be used instead of Alertness for purposes of noticing people and sensors, but not for, say, clues or potential mechanical failures? Without a stunt, I mean.

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  18. Oh, yeah, one other question: what's the max tech level in this setting? Because it seems like T4 includes technologies that don't exist in the Serenity setting, so maybe we should set the max level at 3?

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  19. I will handle this in pieces to catch up.

    the pilot skill is in space flight. this would be docking between ships, matching velocities and so forth. navigation would be used for ftl travel. you want to do the Picard style short ftl hop for position, that's navigation. aircraft is atmospheric flight, including re entry and take off. these types of flight are treated clearly differently in the show.

    I don't think spending 20% of your skills on your job is overly expensive.

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  20. engineering has a specific role in ship repair in ship to ship combat.

    repair can be used for a variety of things, but I'd say generally if you have a hole in the hull, repair, if you have a hole in the port nacelle, engineering.

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  21. I've got the Cortex version of Dr. Tadhg Ferguson, PE, aka Dr. Ti 6-4, statted (Veteran) out sans gear. I'll should be able to dig in to the details of FATE today.

    Tadhg is a large, fit man, appears to be in his mid-30s, except for his white shoulder-length hair. As best as anyone can tell, Tadhg was incarcerated for a lengthy period of time. It seems he has a family, but shows little interest in hunting them down, and will break down into tears at the suggestion. Not that anyone'd know where to start looking; dig into the Cortex, and it's like Tadhg himself doesn't even exist. He doesn't like to fight, says bad things happen when he does. And from the couple of fights his companions have witnessed, they do. He has very peculiar mannerisms, speech, and taste in clothing, even for a Core Worlder. And getting confused about the simplest things or bursting into tears and babbling about nonsense don't help on him socially. But machines seem to talk to him, and he's good with numbers, so those that run with him put up with his oddness. And the Mean Left Hook doesn't hurt, either. Well, it hurts whoever took it to the jaw.

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  22. alertness seems to me to focus more on actively detecting, where stealth is about actively not being detected. what you describe seems a reasonable distinction.alertness seems to me to focus more on actively detecting, where stealth is about actively not being detected. what you describe seems a reasonable distinction.

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  23. as with all things fate, my 'rulings' are open to discussion if they seem unruly.

    and remember, basic tasks won't be tested with dice. so you can take a relatively low navigation skill, say, and it only matters when you're trying to jump before the alliance cruiser blasts you to bits.

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  24. Sadly, almost all of my resource websites have been decommissioned and I seem to have saved it all to the laptop that was stolen awhile back. Here are couple of useful sites though:

    Planets: http://en.wikipedia.org/wiki/List_of_Firefly_planets_and_moons

    Timeline: http://www.mts.net/~arphaxad/firefly.html

    I've got a great print out of chinese slang, but can't find the digital version anywhere. Maybe I'll type this up for everyone.

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  25. while you were studying, I linked a planet guide, and one of the sw splits I linked has the slang from the show in the back.

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  26. is say core worlds t3, rim worlds down to t-3is say core worlds t3, rim worlds down to t-3

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  27. Oh yeah. I've seen that planet guide. I'll check out those other links.

    I'm sorry BR, but that last post was completely lost on me.

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  28. I've found a great list of all of the chinese used in the show, movie and comics. I'm currently working on making it readable.

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  29. see bphage post above about technology levels.

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  30. Ships in the Serenity setting don't have FTL. They boost continuously from place to place at a small fraction of light speed. Which makes Navigation rather less critical. It's like following your GPS on a long trip.

    I can see the difference in space vs. atmosphere piloting, though. Didn't think about docking.

    Which would be more appropriate? Communications (space) or Computers (space) for knowing how to mess up a chip's computer so it can be "hotwired" for stealing? My guy should have some of that, though not much since he hadn't really gotten around to stealing ships recreationally yet.

    Since there's no "lockpicking" skill, or any skill that would include that besides the two above, I thought Profession: Locksmith would cover it, mechanical and electronic both.

    You're getting a lot of double-posts, BR. Something weird with your phone?

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  31. Oh, and after trying to cram all my skills into my skill pyramid, I think it would be nice to have someone else on board with decent tech skills besides Engineering and Repair. Maybe our medical officer or Engineer can have some computer skill? Or if our "PR" guy is our medic, we could have a pilot/techie guy, eh, JWW?

    Just saying...my guy only learned to fly real ships right before he stole this one.

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  32. tunnels freak out the service I think.

    I still lean toward course plotting in a system with 5 stars and a bunch of protostars over long distances with gravity wells from dozens of planets as being a separate skill than local flight.

    I'd say that's a computers skill, communications is really more about ewar. and yes, that professional skill seems highly appropriate.l lean toward course plotting in a system with 5 stars and a bunch of protostars over long distances with gravity wells from dozens of planets as being a separate skill than local flight.

    I'd say that's a computers skill, communications is really more about ewar. and yes, that professional skill seems highly appropriate.

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  33. large post inbound after I finish proofing. this thread will close by noon. feel free to post here until then.

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