A Meet Missed

Stannis Stadium is an immense, red marble Coliseum, packed with roaring crowds. Overhead, immense 40′ high holograms replicate the gladiatorial duel going on below. The 1st Hounds squad anchors their line in the marsh, probing the advancing 3rd Light Horse…

In a luxury box above, we see Arcon 005, Jack Turner, and Leon Iococa enjoying the spacious box… but their attention wanders frequently from the action.

Leon spends a lot of time studying cameras that he placed along their entry route, keeping an eye out for disaster. Similarly, Arc stands outside the door to the box, on alert for interruption. Only Jack is in the games’ spirit; he places small bets while waiting for “Mr Johnson” to arrive.

He’s late; several matches pass uneventfully. Animals from Mumun are savaging Tacituar, when the situation changes. Leon and Arc’s preparation is for good cause; at the stair base, several members of the Praetorian Guard gather and move in a coordinated group towards the stairs leading to the team’s luxury box.

Fortunately, Jack switched the electronic signature of their luxury box with the adjacent box. Arc ducked in, stepping behind the door in the box’s bathroom doorway, so his presence outside wouldn’t give away their location.

The guard stormed up the stairs, peeling off guards to block the business level intersection, while the remaining guards continued up the stairs. Confused by the altered electronic signatures, the guard struck a more respectful pose and knocked on the adjacent luxury suite. While the Praetorian Guard spoke with the VP next door, Jack identified the service trapdoor in the floor. Leon placed a camera in the box and they fled down the maintenance ladder.

It wasn’t many rungs down the ladder before Leon heard the click of the door override through the camera relay, and watched the guards spread through the chamber, seeking the fleeing team. Eventually Leon spoke through the camera relay, asking them what was going on. They demanded to know where the senator was–they knew that whoever this was had snatched him, or was part of the distraction that led him to elude his guards. Since they’d done no such thing, the team decided to put some space between them and the pursuing Praetorians…

Arc’s trade-craft got him through the perimeter security without breaking a sweat. Leon and Jack, however, carefully worked their way through the crushing parts of the crowd, exploiting every advantage to remain unseen.

The team gathered back together in the preset subway station. Leon relayed the story of how an “Irene” had come to the office two weeks ago with “an invitation from her boss” and passed tickets to a box at today’s Gladiatorial Bouts. Obviously things hadn’t gone to plan… or it was a setup.

Jack commed Lux and had him pass along a message to the Praetorian Guard who had stormed the box where their aborted meet had taken place. They passed along Irene’s photo (from her ticket drop) and had Lux run down her home address. Leon rented a ground car that Arc drove toward her apartment, where they set up surveillance.

Sometime later, a pair of Praetorian Guards showed up to investigate Irene’s. Leon called Irene’s phone, then a second time when she didn’t answer the first time. She answered… and Leon let her know that he knew the guards were present, that they were watching. She put him on speaker, where Leon explained that they’d gone to the meet that Irene had set–and that the team had no idea who she’d represented until the guards showed up. Despite some reserve on the guards’ part, Leon pointing out that they had no need to expose themselves with the call was persuasive.

The team watched them lead Irene away for further investigation and gathered to plot their next step. Jack started calling his network of ex-military contacts; after a few “heard nothing” calls, he got through to Cosma. She’d heard some things he might be interested in…

They set a meet for an hour, then drove to arrive 45 minutes early. Leon dropped off Arc and Jack, then parked the car in a garage a few blocks away, ready to respond if called. Arc took a seat at a separate shadowed table and worked his way through a club sandwich methodically, while Jack fiddled with the camera he’d placed in the hall, keeping an eye out for Cosma.

Her information was pricier than expected, but she had a time and place for them to investigate. In the background, Lux sorted through camera feeds, finally catching a pair of men approaching… someone, probably the senator, and firing a concealed dart into the senator’s back. He stiffened; they walked him to a nearby alley where a distorted blue flash-perhaps of a taser-could just be made out.

Diaspora: Gathering Resources

What is Diaspora? It’s a science fiction game, a little less fantastic than Star Trek or Star Wars. Ships still spew reaction mass to travel, it’s a world without transporters and replicators (*probably). The short hand was “Traveler with Fate” — so a modern, less cumbersome system, in a traditional GM & Players role, but without 1970s roleplaying tech.

Basically, it’s useful for a universe somewhat like Firefly with slightly more “realistic” (or just different) ship limitations. In the first session, we’ll generate a cluster of 8-10 or so systems that are close enough for trade and travel. There’s a cool methodology that uses random prompts to encourage us to each create worlds, then link those worlds together with a rough diagram of history, trade connections, etc. Cluster generation is collaborative–we each create the worlds together at the table.

Then we make the characters, who will (probably) become a ship crew that travels between systems. The default idea is that you’ll be independent merchants traveling the black, slipping between systems to turn a profit–but maybe you’ll be explorers, or diplomats trying to defuse the cluster’s crises, or even “archaeologists” exploring the ruins of collapsed cultures. (We might make characters in the same session that we create the cluster–or it might be the second session if we get elaborate with the cluster generation.)

Now that we have the characters and the universe they’ll explore, we’ll launch into play.

Some resources:
Diaspora G+ community
VSCA’s Diaspora page. Which includes the Diaspora SRD, if you’re interested… plus a number of quick references.
Astrobit Diaspora play aids
Diaspora files on BGG
Atomic Rockets, and their common misconceptions page.

2011 Cluster Generation at RPG Meetup
Harmonium Cluster
Labcats play Diaspora
Angels and Omens campaign sessions, campaign setup
A pocket full of star dust

BlueMax Studios, Diaspora

NPCs you’ll meet while traveling
Ship with token
Spacehabs mostly cool pictures of space habitats
Random prompt: Aunt Chelsea’s planet
Colors of Blood Earth chemistry discussions
Cool spaceship illustrations
Simple world building from tectonic plates through wind cells and climate zones
Fate SF
Notes on Engineering Goals of Starship Designers

Background info on Stars
Star Gen
Random Star System generator.
Orion’s Arm stellar links page.
Planetary map generators

Visiting Gatewaycon 2016

Last weekend Jennifer and I drove down to Strategicon. We had a good weekend–not perfect by any means, but a great getaway.

On Friday, we hit a Santa Monica local place for lunch, essentially at random. It was tasty Thai… and I’ll probably never be able to find it again.

We checked into the hotel around 4, got things moved up to the room easily (we didn’t overpack as badly this time), and rested after our ride, before dusting off Pathfinder and checking out our characters. We brought some snacks down, joined Zach, and played some PFS from 8 until past midnight.

Unfortunately, the GM had received the adventure less than 2 hours before the game started and he was new to GMing. He did great though–and it turned out that he’d prepped wisely, by pressing his girlfriend into work as his dungeon drawing assistant while he read the adventure. (She was done before we reached the table–she had a game of her own to play.) Anyway, it was a good experience, though mostly because we got to play with Zach.

Saturday had a lazy beginning–no urgent morning game. Jennifer and I cruised the dealer hall… a little too quickly. The turnout among venders was much worse; basically no one was carrying indie games unless they were demoing their own. Speaking of which, I did get to play an enjoyable abstract–reminiscent of checkers, with movement allowances dictated by a card deck draw. It wasn’t bad, but it’s not one that’d make it to my table. Still, pleasant enough and the game was quick to play.

After lunch with Zach and Jennifer, I grabbed my gear and headed down to run my Dogs in the Vineyard game, Destiny Branch. (It’s the same branch I ran at the minicon–the familiarity from repeated exposure to the NPCs was great.) I had two preregistrations on day 1, which filled the game. (Only half can be reserved online, with the other half available for signup at the con.) At the con, I had +3 signups on paper. Only 2 people, both the preregistrants, actually sat at my table. Fortunately, Dogs is great with a pair.

They tackled it in a very different manner from my June game, in part prompted by the different relationships they selected with the locals. The blight sign (from an overlook of the town) prompted them to ride directly to the farms, where their relations (and a love interest) were. The next morning they talked with the most affected farmer, then rode into town and encountered the obnoxious gold leaf being placed. From there they saw the Steward… and went off to the final confrontation.

It was a solid session; both players were new to the game, but character generation led to interesting characters who really engaged. They’d both heard about it recently and decided to give it a try. Both really enjoyed the dice mechanic, but wondered about drifting the game to another setting (a less problematic one). I talked about how the problematicness was baked right in, intentionally… it was a great discussion.

After the game, I grabbed a quick Cobb salad (thanks to Bryan for putting that in my head–it’s good fuel!) from the hotel Starbucks and headed up to my table to run my fate game, Camp X. Unfortunately, while it also had two signups early in the online preregistration, by the con one had been changed to “badge refunded”. The one player wasn’t joined by any paper signups, so decided not to bother showing up for a game that wouldn’t fire. [I presume.]

After waiting 15 minutes and noting the attendance as zero, I excitedly headed to the (poorly advertised) Games on Demand. When I got there, a sign explained that six games were on offer (mostly GMless favorites, like Microscope, The Quiet Year, and Kingdom).

(Aside) Games on Demand Pros:

  • Games on demand is a great concept, successfully implemented at GenCon, etc.
  • They scheduled the slots to begin 30 minutes after the roleplaying slots–so, if your game was canceled, you always had a backup available.

Games on Demand Cons:

  • Poor advertisement: It got a decent placement, but I hadn’t heard about it at all, and it was only a line in the Con Schedule Book. I don’t know if it was listed online–since “on demand” meant that you don’t signup in advance.
  • At 8:20 pm, one guy was holding the room and didn’t really seem to understand the concept. He wasn’t a player or GM, didn’t point me to the game interest/signup list or anything else.

Anyway, no game fired with only me present and signed up as interested. After 8:30, we both wandered away.

I headed down to the board game area; it was still quite busy. After drifting around the room and awkwardly looking over people’s shoulders, I came to the HQ table, where they kept track of the events on a white board. I noticed that a Captain Sonar 101 (demo) was going to start at 9, which was in just a few minutes. I was present when the organizer arrived and they discussed which tables would be free for use and where we could muster and discuss crews. There were 31 signups; I made 32.

We gathered in the hallway where we could discuss things without having to shout so loudly. Most of the attendees had never played, though a few had played one position. As resident “expert” and enthusiast, I was provided a crew of three other players and an opposing team. Much as when Josh taught us, we went through a few turns… then leaped into real time. My ship took terrific damage from loading up systems, but eventually we cornered our foe and landed a pair of perfect torpedo hits, eeking out a victory.

Unfortunately, we had only one game box, so we all got up and swapped out for the next two crews. Much like previous times, the people who weren’t playing (and random people walking by) clumped up around the game to study and cheer the teams on. After the second match, we had hit “tournament time” (the demo was scheduled for an hour), but with only one box we built a few more crews (I played one more match) and turned the subs loose on each other. All in all, a very fun end to the evening.

I set my alarm so I could get to Pat’s table for his Fate: Pacific Rim game. He had perfect attendance–6 players showed up on time, with one showing up 20 minutes late and having to get turned aside.

It came off incredibly well; he’d prepared a cool soundtrack that ran in the background (with key moments having custom tracks), and a great in media res beginning with a patrol off to rescue a crashed ship… and fight off a wave of Kaiju.

The fight was the densest, most complete Fate fight I’ve experienced. The pair of people working together to manuever a Jaeger made for a great partner to bounce ideas off. We generated a ton of Aspects for our positioning, target systems, our efforts to distract them and more–and needed them, since the Kaiju could take a tremendous beating and ignored minor pokes.

It was a slick, well produced game–clearly a labor of love. We even walked away with cool mini-movie posters featuring our Jaeger: mine was Aurora Bombshell. Don’t mess with Artemis and Athena!

After another Cobb salad, I got to my afternoon Dungeon World game. It was stacked with engaged players; a pair were new to the system, while the guy to my right was a regular GM of the game.

We explored (and slew!) the Everinth, a twisting collection of elements the demon had eaten over time, including whole towers, sewers, natural caverns and much more. It was a weird and sometimes surreal journey to the labyrinth’s heart…

It was a great one-shot. I made a mistake that I often do–picking a less flashy character–but my portly dwarven cleric got plenty of well tailored hooks (and moves) directed at him. There were a number of good moments, including the PCs stretched out along an icy cliff and climbing–only to hear dragon wings as the lead team reached a cave ahead! Poor Drummond clung to the icy wall, but Dagolir went tumbling down to smash into the icy pond below. Fortunately, Slog kept the dragon busy until Cinder Colfang scorched it badly in its protruding rear… which prompted a roar of pain… and Slog’s sword stab through the top of the dragon’s open mouth.

Several other good scenes popped up; the GM had a logic to the connections between the surreal locations that we moved between–eventually discerned–and lots of vivid locations for us to court danger. Plus our bonds threw us together and encouraged conflict in good ways throughout the adventure.

All in all, it was a great night and a cool tale to kick Drummond’s adventures into new motion.

After the session, I caught the close of Mike’s Traveler game, where I was scheduled to join Mike and Pat for dinner. Unfortunately, a mishap left Mike unable to join us, so Pat and I headed out for night of good conversation on the town. It was nice to get away from the con a bit and catch up.

On return to the con, I headed down to board games learn Glory to Rome. It’s an interesting card game; still popular despite not being published for a while. After a half-game during the 101, I joined the tournament that followed. There… I got to see some very effective strategies, though I did luck into a pretty good one myself. After being eliminated, I headed up to sleep.

Monday We slept in late, before checking out and loading up the car. We returned to see Shane’s game being playtested, but got distracted in the hall by a cool Sherlock Holmes game in development. We got a good description, then got to play through a quick game with another curious customer and the friend of the designer who was demoing.

It’s a fun cooperative game with great art. It’s thematic, and has a great mechanism for connecting clues to tie Moriarty to crimes. On the flip side, Moriarty’s deck makes him threatening… but sometimes he’s so scheming far ahead that you don’t have to worry about this turn’s fiendish twist.

Afterwards, we got a chance to see (but were too late to play) Shane’s space merchant game in development. It was in a much earlier phase–still printed pieces without art. It looked interesting but complicated to explain. Gameplay seemed much less complex once you got started only the techs of your specific ship to worry about.

After watching them play for about a half-hour, Jennifer and I hit the road home. We beat the worst of the traffic–there was some stop-and-go after the 405 joined the 5, but it wasn’t that bad. Then over the mountains and the flat road home.

Mage: Prepwork 1

The last thing that I want to mention is the five questions that are the main part of character creation. These questions get to the root of the character. What does the character want, what do they appear to be, what are they really, what brought you into the world, and what just happened to you. These questions a designed to give you a lot of freedom to design your character and a lot of hooks for the game master to tie the character to the setting and to drive the story.

The Journal of Corbrum Blackstone, Pine Forge Township

I was ill company for days after riding away from Hammer Mine. There I faced another problem that demanded high resolve to resist the foul demon’s blandishments… and again my pace slackened, my feet drifted away from challenging the possessed miner. Once again I fled to seek the support of my boon companions, my fellow Dogs… without them, the town surely would have wallowed in filth unending. Without their efforts, the town would have neglected the children, continued to believe the heretical tale of the mine in end days, and turned their eyes from the King’s commands. The King is well served by Rusty and Dominicus. I must test my heart, my resolve, to see if the King and ancients have judged me truly fit to bear his word in this sinful world.

[A few months passed, largely uneventfully… now it is the edge of winter.]

Nestled against a mountain, surrounded by well exploited woods and mines, lies the prosperous township of Pine Forge. The town is large–one of the largest in the territories–and crowded with outsiders. As we rode into town, idly drifting snow fell ever more steadily…

We were met by one of our training class, Rusty’s friend Tobias. He led us to the Steward’s house, where we huddled against the cold and listened to Tobias and the Steward explain the problems of the town. Most vexing was the presence of Territorial Authority soldiers–currently a squad of six men–idle and prone to drunkenness. Just last night two soldiers made untoward advances on Sister Althea. Steward Wiley was describing his efforts to navigate the town through rapids secular and religious, when a shot rang out.

We all rushed to the door, hurriedly catching up our coats against the winter chill. The Steward led us unerringly to an inn… outside of which we found a tense gathering, A half dozen men, well armed–clearly the soldiers of whom we’d heard such ill tales–stood tense and well armed, liquor rolling off their panting tongues. Also already present was the sheriff, Brother Henry. One of the soldiers stood stunned, pistol dangling from his hand, glumly staring down at the red stained snow. One of ours, a boy of the faith, lay dead at his feet. Churned snow spoke of a large melee and several folk fled, spurred to flight by that fatal shot.

Rusty and I tangled with Sheriff Henry, who officiously claimed the shooting was a territorial matter–his jurisdiction, not the King’s. His voice burned with sour whiskey; ours rang with the King’s righteousness. Alcohol fueled his stubbornness, but we reminded him of his place–and ours. His shame shone through and his obstinacy collapsed. Steward Wiley led the sozzled sheriff home, to bed.

Domincus spoke with the leader of the soldiers, while I chimed in with a few apt quotes from the Book of Life… and other books the soldier was familiar with. Our discussion turned to the topic of responsibility and ultimate responsibility for our fallen Brother Jackson. Corporal John spoke passionately but fairly for his men; we continued to address him with respect and steadily earned his. Finally his wicked tongue was quelled–not of defense of his men, but of his reflexive slurs and insults of the King.

As our conversation reached a newly respectful silence, the murderous soldier named himself as Private Alex. He admitted to slaying Brother Jackson, though he claimed that it was in defense of his own person–and defense of his fellow soldiers, including the lecherous Private Boone. Reluctantly, the soldiers turned Alex over to our care, and we promised to protect him from hot handed justice.

With that resolved, we sprang into action. Our fellow Dog, Tobias, took charge of Private Alex, leading him to the Steward’s house where he was already encamped. Rusty squared his shoulders and stormed into the den of evil and spirits, ready to wrestle with the speakeasy’s proprietor. I ran to get the mortician, to address poor Brother Jackson’s battered and bloody body. It could do no good to leave his form steaming in the snow.

Rusty’s confrontation with the proprietor, Daniel, was sharp. Daniel was aggrieved by his ill-treatment by the faithful, and not just in this town. (Though he did not confess it, he burned with hatred after being driven from Bridal Falls City itself months ago… at Corbrum’s hands.) The King must have been strong with Rusty; his words persuaded that shriveled devil that continuing to serve liquor after it brought about murder would be foolish. With grave reluctance, he locked his liquor cabinet and handed the key to the King’s Watchdog. Ah, if only I could have seen that moment!

Meanwhile, I reached the mortician, who was in conversation with Steward Wiley and a brother of the fallen boy Jackson. I reined in my urgent feelings and fell into step with the solemn procession.

As I trudged back, Dominicus and Rusty spoke with the soldier, Boone, whose advances had provoked the altercation. His tale was one of a frank attraction to Althea, which she eagerly returned. His voice was steady with truth… both on that subject, and when he described Althea’s brother Jackson and a group of local toughs who seized him and drug him outside to beat him while he was too drunk to offer a solid defense. Fortunately (to his mind), his fellow soldiers rushed to his aid, then the scuffle became heated… and Alex’s gun slew one of his attackers.

The swiftly falling snow, backed by bitter wind, chased everyone to bed once we had brother Jackson loaded up for the mortician. Rusty would shelter in the Steward’s already full house (with private Alex and Tobias already lodged), while Domincus and I went unto Brother Ezikia’s home for a night’s rest. The King’s guidance rings in that decision to rest ourselves under his roof…

We were tired from our day’s ride, a day made long and weary by the senseless murder of Brother Jackson. We thanked Brother Ezikia for his family’s hospitality and soon slumbered. While we slept, the town was not idle… but we, as yet, had no way of knowing.

We broke our fast with Ezikia and his family. Ezikia stands at the right hand of the Steward, a swift rise for a man in his early 20s. He burned with passion and disgust for “outsiders”. (I can still hear the sneer and malign twist of his mouth as he spat the word.) Ezikia’s rhetoric was passionate; outsiders were filth who had been presented with strong examples of true faith by our community. If they persisted in their willful neglect of the King… he had no patience for them, no tolerance.

The territorial authority has long passed through Pine Forge; for years, they were little enough a disturbance. That changed when Daniel arrived and opened a distillery. The bad example of outsiders has led even faithful men, like Sheriff Henry, to indulge in forbidden spirits. Now, complained Ezikia, the Sheriff sides against the faith.

We turned the conversation to the altercation the night before at the speakeasy. He turned evasive, protective, when we asked who had been present beside Brother Jackson so we could speak with them. The names spilled out–Newton, Obidiah, and Jackson. His face twisted as I spoke; he heard the taint of eastern education as I deployed my words. Then revelation forced his hand; “I saw Virgil too,” he said, to a quiet prompt from Dominicus.

Aha! We readied ourselves to find out his role in the confrontation when a knock at the door interrupted. The Steward stood framed in the door, his words compelling our attention: “Brother Tobias was caught in the act of smashing the inn’s liquor.” Fortunately, he continued, Tobias didn’t resist when the soldiers rushed down the stairs to investigate the disturbance. “He’s been hauled off to the jail,” he said, so we three Dogs joined him, walking briskly.

The Sheriff, somewhat surly as a result of his tipple the night before, did not want to allow us to speak with Tobias. He barred the way with his body, backed by soldiers who idled about the jail, clearly anticipating our interference. We spoke, at first calmly, with the Sheriff. He pushed Rusty, but Dominicus clamped his powerful hand on the Sheriff’s shoulder before they could give into the call of violence. While Dominicus held the Sheriff, I walked through the soldiers and into the jail. Dominicus and Rusty soon followed, while the Steward remained outside to straighten the Sheriff and counsel him on navigating the demands of faith and world.

Tobias… his tale is sad. He awoke filled with a passion. He urgently drew on his clothes, abandoned his charge Private Alex, swiped a key from slumbering Rusty, broke into the inn and began smashing liquor. We spoke quietly, so our voices would not carry, as we sought to divine whose voice urged him to his reckless act. After probing questions, his doubt made itself manifest and he realized that the passion had been his, not the King’s. “Rusty, you helped me find the King before…” he cried out. At Rusty’s hidden sign, Dominicus and I fled that scene of broken searching, leaving two Servants of the King to wrestle with faith.

Dominicus and I made haste toward Obidiah and Althea’s house. There, we felt, we would better understand the root of yesterday’s tragedy… but we were too late. When we arrived, their sister told us that Ezikia had come by just after breakfast and gathered them to visit the Steward’s. Dominicus and I blanched; Private Alex had been abandoned there while Tobias smashed liquor bottles–the soldier we’d pledged to protect was undefended. We broke into a jog…

The vigilantes didn’t expect us to come at a run. At my appearance, Newton was startled from his watch and ran to cry warning to his compatriots. He slid across the smooth floor boards of the Steward’s entry hall and pivoted to shut fast the door behind him… but I lowered my shoulder and slammed into the closing door, throwing it back open. Only a step behind was Dominicus, charged with the King’s fury.

Even the mildest of men would have been sickened by the bloody wreck that had been made of Private Alex. Obidiah clutched him under his arms, steadying him for Ezikia’s blows. And worse than blows; Ezikia had a pistol in his hand, its handle slicked with blood. Dominicus and I commanded him to stop in the King’s name, but he was unheeding; the pistol flipped, the bloody grip coming to rest in his hand, ready to fire. “Leave this place,” I commanded him, but his hand was unwavering, the pistol leveled at Alex. “After we take out the trash,” he said, and fired at the private.

Dominicus cowed Ezikia’s followers; first Newton dropped his hands to his side, then Virgil slid out the open door. Sister Aletha rushed forward to cast her body between Ezikia and his target–her bravery bought us time. Obidiah could not be dissuaded, but he fell to a savage punch that I unleashed, toppling him to the floor. Ezikia was unable to breach Althea’s selfless guard of the soldier; unwilling to shoot her or us, he eventually surrendered. Althea turned to treat the fallen soldier while we secured that once faithful man, Ezikia. He was unbalanced by his hatred of others: of outsiders, of the faithless. Of his neighbors.

The remainder took a great deal of discussion with many people. In the end, we allowed the soldiers to take Private Alex with them; Ezikia had taken vengeance’s cloak and delivered a punishment that would have been death had the King wished it. Steward Wiley was dismayed that his student Ezikia’s passion had been in service to hatred. As faint salve, he could count his guidance of Sheriff Henry back to the faith as a success.

The soliders also took Ezikia with them, back to their fort, where he would face a trial for the attempted murder of Private Alex.

Rusty counseled Tobias; they rode together back to Bridal Falls.

Dominicus and I set off for Bridal Falls a day later, delayed to escort one called to be a Dog. In her selfless defense of Private Alex, Dominicus and I saw the spark of the King; we asked Sister Althea to come and learn from the teachers and ancients at the temple. In her shines the spark of justice, her compassion true even when staring down the barrel of her mentor’s bloody pistol. We hope that she will join the King’s Watchdogs and bring her gifts to the faithful. Amen.

The Jedi mind control is working… on Fate designers

Recently, two different Fate designers have been starting up Star Wars campaigns and discussing how they modify the rules to match.

Rob Donoghue’s take: Shadow of the Sith blank character sheets, completed characters, and rules.

Meanwhile, Mike Olson has been working on a Faith Corps of Rebels for this weekend’s con. Overview, Maintaining Tone, Long Lasting Conditions, and Ships.

Each looks like a fun interpretation, though I don’t know Faith Corps (I haven’t seen the book yet), so I’d probably go for Rob’s take for now. Interestingly, both use a series of defined consequences, rather than Fate Core stress & consequences. I wonder if there’s a reason they both moved toward that design space…

Bulldogs, Fate Core Edition by Galileo Games

Bryan and I discussed the old Bulldogs game in the past, but this new edition was the first time I read through the game myself.

It’s a good setting, with a lot of the Diaspora/Traveler/Firefly feel of tramp freighters crossing the galaxy, trying to make ends meet. The decision to set the game mostly in a balkanized neutral zone between two great powers does a great job of reinforcing the feel of small-fry trying to keep under the radar. Smuggling and the like are a sure result.

The character creation section is good, with another good discussion of Aspects. Alien Species are handled well-they come out as flavorful, but not just stereotypes, with common aspects and species abilities that replace stunts. And the Aliens are pleasantly alien. Sure, there are a few Aliens that are basically humans (with or without scrunchy noses), but space slugs and tripeds are great. Similarly, there’s a nice implementation of Credits and Gear.

The debate around heirachry in ship games is settled in Bulldogs by making the Captain an NPC representative of the company. Everyone has an aspect reflecting their relationship to the captain.

Anyway, rather than lots of detail, I’ll just end with: this game looks great. I’d be happy to play it.