Showing posts with label Humanspace. Show all posts
Showing posts with label Humanspace. Show all posts

Tuesday, April 26, 2011

Further Adventures in Humanspace

I continue to try and put at least a few bucks where my mouth is regarding playing in Tekumel-derived settings, albeit mostly in the non-canonical mutant offspring, Humanspace Empires.

The Drune generously gave me the thumbs up on my tardy request to join one of his two playtest play-by-post campaigns, Spaceswords & Glory, the story of an Imperial Navy crew of a 1000-ton spherical space xebec, Deeds of Glory (Májikhajiyel). A related blog is now online for folks wanting a ringside seat here.

My own ridiculous addition to the crew is a Pygmy Folk navigator nicknamed Lil' Chompy. His backstory (likely to the meet the fine guiding editorial hand of the Gamemaster):
Khompskpsk is the closest transliteration for the formal name of the Nininyal nicknamed “Lil' Chompy” by fans of its series of trashy vid-novellas. Growing up a sheltered and privileged hermaphrodite of a 31st Credit Rank Trade Collective (Vermillion sub-shade) on Alpharetz, he left the comfy confines of the clan burrow in early adulthood after failing spectacularly in the clan business of administering nanosecond financial transactions on the trans-dimensional derivatives market. Lil' Chompy has showed extraordinary verve and romanticism for one of its species swinging from career path of derring-do to another (or so his tall tales claim)—fighting moisture bandits on Planet X and rustling Gacháya on the Shen outer rim—before settling on the ultimate adventure: the Humanspace Imperial Navy.Some claim that his series of Serganent Rokk Clone vid-novellas such as I Serve the Autocrator and It Came From Marb IV are derivative and stolen straight from the pages of real life characters he knows, but Lil' Chompy keeps his beak tight on such matters.
I still have an open offer for those wanting to play a Humanspace pick me-up at North Texas RPG Con, contact me off or on-site if interested. (I also hear rumors that there might be a Jakalla underworld game going on premise, but we will see how that develops.)

Monday, March 21, 2011

Humanspace Empires Playtest Recap

There is a special room in Hell cordoned off for us gamemasters. In that room of perdition, the only medium for running a game is Skype. To give it that little added twist of anguish the players are granted crystal clear connections while our own cuts out randomly over and over again in the middle of explaining a long exposition or presenting the tension of rising action.

Or so I became convinced after a good hour and a half on Friday of hair pulling trying to run the Humanspace Empires playtest. It's a testimony to the strength of that game and its first crew of players that I still managed to have a serious amount of fun all the same.

Bellyaching aside, we kicked off the first-ever game of Humanspace with a cast of seven players—one of those groups of raucous, gut-wrenching funny players that you would kill to have come play in your dining room every other week.

The cast almost read like a joke about Tekumel: a Shen Egg Fertilizer, an Ahoggya, a Pe Choi female, and four human vagabonds all get picked up by the planetary authorities. For the full cast you see the rundown here on the blog of the game's creator, The Drune.

To cut a long exposition short (repeating three times the other night rather kills the buzz for me) said cast is threatened by the Governor of the metal-rich colony world of Marb IV with impalement unless they helped perform a little errand (yes, I told the players you hear the sound of a loud train whistle far off in the distance).

The little errand is, of course, a major one carrying a small lead box--a thermonuclear device with a 15-minute timeout it turns out—straight into the command center of a asteroid generation ship hurtling toward MARB IV. Loading onto the small scout ship, the Chirine, with five clones and a shit-talking, bellowing monster of a drill instructor, Sgt. Rokk Clone.

Maneuvering past the burned out hulls of the planetary defense force ships wiped out by the asteroids' defenses, the small ship closed in and was presented with four airlock entry choices into the complex.

Right here is a cautionary tale for others. If you are designing a scenario for a one-shot and/or a playtest don't use your standard old school, non-linear campaign dungeon approach. My 32-room asteroid “dungeon” with it's multiple entries, looping interconnections and vertical sub-layers virtually cried out for the players to not visit a good 75 percent of the complex—which they obliged me by doing.

Of the four airlock entrances three would lead them first through areas stacked with Saturday Night specials--as the good professor would call them--and one, the cargo bay, would lead them through a whole mess of fights. They choose the latter. (Perversely and unwittingly they managed to stay clear of a good chunk of the other rooms even after moving out of their initial quadrant.)

The hilarity of said mess of fights though made the evening in many ways. It's been a while since I have seen a group of players botch so many rolls so consistently. Shot after shot, blow after blow against the robot onslaught went amiss wrecking the hell out of the scenery.

I hate to admit it—since it breaks every principle of how I run a game at the tabletop—but I had to tone down the numbers and frequency of the complex's guardians just enough to let them get through to have a satisfying denouement for the night. They did manage to find the command center fair and square, but likely without a downscale in the opposition they would have either never made it there or never made it off the ship before the sucker blew in 15 minutes. Like any self-respecting old school GM I felt a little dirty later having done so, but it felt right at the time.
I was so close...

So that was the game, how did the rules hold up? Very well in what we managed to do: combat and exploration. Unfortunately due to my design choices they didn't use as much the special powers, skills, and gadgets.

If you have run—and loved—an older edition of D&D than you will be completely comfortable running this system. In fact I rather enjoyed it as it felt--I would imagine--closer in spirit to the simple, pre-TSR OD&D variant Empire of the Petal Throne than the published one.

I loved the fact that many of the interesting EPT variant twists were there in the rules: a simple but rich skill system, exploding-dice critical hits, a success check for psychic powers.

The steepest learning curve is in the crunchy equipment lists and special powers. Much of the gear has special rules to govern what they do, something I like but takes some digesting before using comfortably. Same goes for the special, psychic powers (the stand-in for spells) which likely will take some study and play before getting right.

Punchline is overall a fun game, that at the free price tag is a great gift from the Drune to the rest of us. Definitely one that I will likely try and run again the future at a convention—or a Skype game if I can get over my recently instilled anxiety and tech set-up problems.  

Wednesday, March 16, 2011

Last Call for Humanspace Empires Playtest

Readers will recall that I am running a playtest Skype game of The Drune's far future RPG Humanspace Empires this Friday at 20:00 Central U.S. time. 

Players seem to be having some fun creating characters (the game's designer himself, has a fine write-up here of his own redshirt here on blog.) 

 I am getting genuinely excited about the possibilities of slaying...err...fairly adjudicating the antics of players in this brand spanking new addition to our gaming world.

Due to a couple drop-outs we now have two seats open again in our eight-player game. If you are interested in joining in drop me at kutalik at gmail dot com. See here for chargen guidelines. 

Post about “Pendragon D&D” coming up next.  

Tuesday, March 8, 2011

Humanspace Playtest Update

In the housekeeping department, we still have a seat or two open in the Humanspace Empires playtest Skype game slated for March 18. Who knows, perhaps the elusive and secretive creator of said game will be lurking inside your ranks...

For character generation this is what we are doing for the one-shot:
  1. Roll 4d6 in order for attributes, drop the lowest.
  2. Any class or race is acceptable (but pay attention to attribute minimums and maximums).
  3. Start at 2nd level, max. hit points on first level.
  4. Starting cash 1,000 credits.
  5. Be prepared to roll a second character--and maybe a third.
Il Male over at his somewhat unpronounceable (yet up and coming) blog has gone to the trouble of creating some great-looking character sheets for Humanspace. Download them here

Monday, March 7, 2011

What Happened to the Other “Tekumels”?


I got stuck with a wild tangential thought when reading through the Drune's Humanspace Empires today.

Close to the front he provides a nice chronology of the pre-historic Tekuml period covered in the game. The last entry in the timeline caught my attention and fueled my imagination:
ca. 111, 912 AD Tékumel thrown into pocket dimension, the Time of Darkness. The same fate befalls 722 other worlds in Humanspace.
The sourcebook for the second iteration of EPT rules, Swords & Glory, states it thus:
It must be assumed that Tekumel and its solar system fell--or were thrust--through a warp in the fabric of space-time itself, a "hole in the sky," into a pocket dimension in which no other matter existed. The reasons for this terrible calamity can only be guessed: natural forces, stresses created by the incessant use of the Three Light Drive, the actions of a hostile race, interference from mighty inter-dimensional beings far beyond man and his allies on the evolutionary scale, the vengeance of God upon His arrogant and overweening Creation? No one knows. It may only be noted in passing that this same fate befell 772 other worlds of Humanspace within a century after the disappearance of Tekumel and its system.
Obviously there is some discrepancy in the numbers between the two. I'm not interested in the picking of canonical nits, however, but what the implications are for fun with the setting.

It's funny I must have read this passage more than three times as I read and reread the planet's history. Each time though my mind eased over it; perhaps chalking it more to an eloquent bit of verisimilitude, than something that might have a wider implication.

With the revival of interest in the swords and planet genre that has rode on the backs of the general revival, there has been some interest in the use of EPT to game other worlds .

Think for a moment about the wonderful possibilities of basing such games in those 700-plus other worlds. With thousands of years of post-Darkness history you could run virtually any type of game world you want while maintaining all the science fantasy richness of the professor's creation.

Want tubecars, eyes, ru'un, Pe Choi, Shen in your post-apocalyptic Weird West, here you go. Want a parallel-evolving world—there must be some deeper mystery to that cosmic drama involving the gods pariah or otherwise from EPT after all—with all the baroque hierarchies, religions, etc. in your own science fantasy homebrew campaign stew, here's your rationale.

The pocket universe is the limit...

Humanspace Empires Playtest


No doubt by now many of you have seen the draft space opera EPT rules released by the Drune (and if you haven't you should rocket yourself post-haste to his blog to pick up a free copy). Now here's a chance to help him test drive the sucker.

The scenario premise is fairly simple (and may seem vaguely familiar, ahem). Driven mad by an imperial cock-up that killed his special lady friend, Grand Admiral Ald'oh has been hatching various nefarious plans to exact his revenge.

Seizing control of an asteroid “generation ship”, the Admiral has set the star drives on a collision course with the small colony world of Marb IV. Only you and your band of space rowdies can penetrate the defenses of the asteroid ship's control complex and save Marb.

I will be running this one-shot Humanspaces Skype game Friday March 18 at 20:00 CST (or GMT -6). I am planning on a party of eight PCs supplemented by some NPC red-shirts. Since we have four seats on our wee rocketship reserved that leaves four more slots for eligible players. If you want to zip up your bubble suit, strap on your x-ray pistol and join us, drop me a line at kutalik at gmail dot com.

Saturday, March 5, 2011

Space Opera ala Tekumel Has Arrived


The Drune has (finally) released the playtest version of his Golden Age-flavored sci-fi mash-up of EPT and OD&D (with a sprinkling of Labyrinth Lord). As mentioned before the premise of the game is set in the space opera Humanspace “pre-history” of M.A.R Barker's Tekumel.

And best of all, the work is completely free. Boogie over to his blog over to download it

So who wants to oblige the man and playtest this sucker?