Showing posts with label into the oort. Show all posts
Showing posts with label into the oort. Show all posts

Monday, 4 March 2019

Space demons! and other universal interlopers

At the edge of the solar system, impossibly, They are here, pouring through a hole in reality...

Humans rally their forces and wonder: can we beat them? Is this the end? And importantly, why are they here???
  1. Counter-humans from an inverse-universe determined to conquer our space.
  2. Insectoid menace plundering precious resources: humans!
  3. Blurred-edge fractal-flowers, AIs that want to be the only consciousness.
  4. Conceptual bubble-beings; they feed off maths and want more equations to devour.
  5. Swarm of nano-constructors; absorbing comet ice and space dust, and looking at that hot glowing ball of gas in the distance with hunger.
  6. Spike-ships colonised by ant-people parasite-pilots are searching for something good to drink: humans!
  7. Matriarchal anti-entropic space-pirates looking for a new star to turn into pure computronium.
  8. Macro-scale germ-hive searching for the ultimate infectees: whales! (or, if whales extinct: humans!)
  9. Cat-headed demons of the negaverse; searching for a great big saucer of milk.
  10. Aesthovores, art-eating twelve-legged spiders from dream-space; attracted by Earth culture and looking to farm artists from the closest source: humans!
Whoever They are, humans can't win. We can probably hide and survive in the ruins though...

(From notes for an old Into The Oort supplement idea I had. The canon Oort setting had no aliens, just leftover tech from older human communities, but commenters seemed interested in space demons and Other Menaces. The table also probably owes a debt to To The Stars, the shared game universe that I, David McGrogan, Patrick Stuart and others played games in years ago.)

Thursday, 26 January 2017

Signals From Noise (1)

I've been thinking about ships in Into The Oort a lot for the last week. I had a lot of fun a while ago writing down names for a d100 table of ship names (it will surprise no-one if they see that table that I like the Culture novels), and I now have a d50 table of "ship classes" too, in the sense that the Enterprise D is a Galaxy class ship, Luke Skywalker flies an X-Wing and so on.

Say you have a random encounter with a ship and roll some thing from a few tables quickly. It comes back with, say, 20 metres long, rocket-shape, stats are 10s across the board except for a thick HULL of 14. Two laser banks. Another quick roll, it's part of a notoriously inept pirate militia - but where did they get their hands on a decent ship like that? Mystery...

Anyway, you roll on the d50 ship class table and that tells you it's a Caliban class ship - and from this point on, if you meet another Caliban class ship you can expect it to have similar stats, shape, size and armaments. Caliban can become a kind of shorthand in your game.

(of course, they might not only be used by pirates: a border patrol for a polity seven hexes over could have a whole fleet that they have retrofitted with fast drives; comet miners might have one with a ridiculously oversized gun installed to deter thieves - the class just offers a broad baseline)

Ship names and classes are fun to think about. Mechanics and shipgen less so. Finding a way to make ships as nice as PCs from a game of Into The Odd, mechanically speaking, is interesting and tricky. If someone rolls stats for a character, they can then interpret them when it comes to describing their physical appearance - and that's OK, because they're going to be playing that role after all. They won't be playing a ship. My original design idea was to have three stats for ships, HULL, DRIVE, SCAN - which almost mirror STR, DEX, WILL from Odd - and to have regenerative shields, SP, replace hit points. So in the midst of a fight the shields then the HULL takes damage, but assuming the power is up and the ship can get away, the shields recover and then the HULL has to be repaired.

But what about crew size? What about ship size? What about cargo space? I'm happy to have black boxes for a lot of features - power, life support, gravity - but I think having something mechanically that determines crew, ship size and cargo space features in ship generation is useful (as well as some thoughts about how that could mechanically impact things in play; how well can someone fly the ship with only a skeleton crew?)

And while it is nice and neat to have stats for the ship, do we need someone who is acting as a pilot or captain? Probably. If the ship takes a hit does everyone onboard roll to avoid taking some kind of damage? Maybe.

But I'm getting ahead of myself. At the moment I'm looking for something simple to generate ships, both for players and for the GM who is creating encounters in play and prepping them before play. I've asked a fair few questions in this post. In the next post I'll try to pull some answers together.

Friday, 20 January 2017

A signal reaches out from the Oort Cloud

I posted this on my G+ feed last week, but forgot to make an actual blog post.


The main part of that message reads, if you're interested:

01001001 01101110 01110100 01101111 00100000 01010100 01101000 01100101 00100000 01001111 01101111 01110010 01110100 00001010 01000001 01110010 01110010 01101001 01110110 01101001 01101110 01100111 00100000 01101111 01101110 00100000 01000101 01100001 01110010 01110100 01101000 00001010 00110010 00110111 00100000 00110001 00110000 00100000 00110010 00110000 00110001 00110111

Feel free to decode and share. TL;DR - I've given myself a deadline to motivate me finishing Into The Oort. I think it's workable. And when I announced this last week, the time between the announcement and the deadline was the amount of time it takes a radio signal to go from the Oort Cloud to Earth. It felt right.

The to do list:
  • Really figure out what does and doesn't work in my current framework for the game.
  • Figure out what I know I want but don't have yet, and fill those gaps.
  • Experiment with Scribus to look at layout options with that (everything so far is in an OpenOffice document).
  • ART! I want a lot. Which means contacting artists. I'm making a list of the kinds of pieces I think would be good, then checking portfolios. I have one or two names in mind already.
  • More playtesting. In particular spaceships and travel. Things are not as concrete in that respect yet and they need to be.
  • A playtest pack. Aim for this to be done, in one form or other, for mid-March. Yeah, I know, I think I said that last year. But this year it will be.
Want to know more about Into The Oort? Drop me an email, or a comment, or something. Oh, and I've extended my January Sale on print copies of the zine to the end of the month. Sales help build the art fund for Into The Oort - if you want any or all of the first three issues of A Random Encounter with a little money off then buy them from the sale page. I'll even throw in a print version of Oddpool too!

Wednesday, 27 April 2016

d100 Ship Names for the Oort Cloud

Out in the Oort Cloud people use spaceships. Sure, you could have a lot of fun playing a game about asteroid mining, or what happens on the last human outpost, but for my money you can have more fun flying between different places and causing trouble looking for interesting things along the way. That means spaceships.

I've posted a work in progress idea before about what ships are going to be like in the game, both game-mechanically and setting-wise, but one thing I've not mentioned is names. I am a massive fan of the late Iain M. Banks. The names of the Culture Ships in his novels are astounding; I love the thought, the humour, the outlandishness and sometimes the way a name can make you go "Huh? Why that?" While the spaceships in Into The Oort are going to be much, much lower down the technology ladder than a Culture GSV, two aspects of their names are things that I want to follow: the ship classes and their names.

I'll follow up in another post about ship classes, but for today I want to share a starting point, d100 spaceship names. If you're playing Into The Oort you're free to do what you want, make some up, come up with a cool setting idea and have them be derived from that. Or you can use some of my names, from the list below the cut. And if you do check them out, scroll down to the end for another thing to expect from Into The Oort.

Wednesday, 13 April 2016

A Mote In The Oort Cloud

Issue 2 of A Random Encounter is almost ready, but that's not what I want to talk about today!

What do I want to talk about? I suppose the clearest way to put it is words, words and terms. I'm picking up the threads of Into The Oort to take it further, hopefully towards a playtest bundle that people can try in the next month or so. In my day job, one of the workshops I deliver has a bit about the words that people use, how using certain words influences how people think about the topic at hand. The session is about exam preparation, and very often people frame discussion of the exam as "surviving" it - which reinforces negative associations with the event.

One of the last posts that I wrote about Into The Oort was on hexes and distances. When you run the calculations, the region of space that Into The Oort takes place in has around 500 billion hexes, each of which is a vast volume that could comfortably fit the inner solar system in it. Don't worry: Into The Oort is not going to come with a 500 billion hex campaign document! Despite the incredible size of things, these hexes are themselves tiny compared to the total volume of the Oort Cloud...

A word that I've had in mind for a while is the word mote, and as Google helpfully points out this means "a tiny piece of substance; a speck". That's what a hex in the Oort Cloud is, it's a speck, a tiny thing in the vast cosmic perspective.

While I expect that players and GMs will refer to them as hexes, and while I will have hex-shaped divisions on maps in the playtest and in the book, my thought for now is that I will refer to them as motes throughout the book. Because that's what the people living in the Oort Cloud call them, a permanent reminder that they are utterly tiny against the backdrop of the universe.

This isn't the only example I have in mind, but it is the one that I'm closest to a decision on. Aside from posts about A Random Encounter in the near future, I'll try and make some of my thoughts about Into The Oort more concrete by posting them here. If you've got any questions about it then drop me a line and I'll see if I can answer them!

Friday, 22 January 2016

2016: The Year I Start Self-Publishing

2015, another year, another promise to blog and create more unfulfilled - or was it? I didn't blog as much as 2014, but I played more games than the previous year though, and one game in particular - playing a new game/setting by noisms in August - inspired me to make Oddpool.

It was around this time that I started thinking about making a zine. I had an idea in particular, which was wanting to explore the motivations of RPG creators. The original inspiration was the TV show Inside The Actor's Studio; I love the depth that the host James Lipton goes into, the way he unpicks the why of his guests. I wanted to see why people make games, what they get from them, what they like about them - and as someone who wants to make games too, perhaps learn something along the way.

So in 2016 I'll publish my zine, A Random Encounter, where each issue is a single interview with an RPG creator. I've recorded the interviews for the first two issues, and issue 1 is coming together now. I've commissioned a cover from a terrific artist for the issue, and am looking around for someone to work on issue 2.

Issue 1 will be out by the end of February, and I'm aiming to be bi-monthly-ish. The first issue's interviewee will be announced soon. And I'm going to start thinking and prepping for issues 3 and 4 next month too.

Oh! And in 2016 I hope to have Into The Oort out in some form or other. I need to make it more of a priority in the next few months, pulling a playtest package together is the first order of business.

Who knows, maybe I'll find time to blog a little more too...

Tuesday, 28 April 2015

Into The Oort: Hexes

Into The Oort is set in a region of space that is 50,000 astronomical units (AUs) from the Sun, way out where the comets that orbit the Solar System move in a vast shell across a huge region of space. What is an AU? An AU is the distance from the Earth to the Sun. Which is vast. To reflect the incredible distances and emptiness of space, each hex is 10AU across. Approximately 1.5 billion kilometres. If you were moving at the speed of light it would take over an hour to cross a hex.

A hex is big.

As with other settings, a hex in the Oort has a quality to it. In another game it might be called the "terrain". Some are basically space, empty; some have dust clouds, some have a high gas concentration, some have cometary debris, some have rogue asteroids in them. With the distances involved, there is a good chance that there is a human settlement of some form somewhere in a hex; if not, there is a good chance that there is an old human settlement - something abandoned or lost or wrecked. And of course there are ships that are travelling here and there; the Oort Cloud is big but the people living there are not static.

Occupied settlements might have huge populaces - tens of thousands of people - or only have a few dozen, or even less. The Hub - the largest human settlement that anyone knows about - has far more people than anywhere else, and no-one knows quite how many people live there.

The region of the Oort Cloud 50,000AU has, from a back of an envelope calculation, on the order of 500 million hexes. If, on average, each hex has a thousand people in it (some have far more, some have far less) then this region of the Solar System might have 500 billion people living in it.

Variety and wonders and opportunities are everywhere...

A note: for the playtest campaign and ultimately a release of Into The Oort I am planning to populate a region of around 50 hexes around the Hub, along with tables for populating hexes with settlements, groups and people. I've shared an in-progress document for generating the basic outline of a human habitat before; if you haven't seen it you can get it here.

Sunday, 26 April 2015

Into The Oort: Ships 2

In Into The Oort, ships have three stats, just like player characters. They also reflect, sort-of, the features or attributes of the player stats (which at the moment have the same name as stats in Into The Odd, Strength, Dexterity, Willpower). The three stats in Oort for ships are currently:
  • HULL: the physical structure of the ship; the exterior, the interior, how spaceworthy it is, and so on. It is no indicator of size particularly, or speed - it is more about resilience.
  • DRIVE: a measure of how fast a ship is and also how well it handles. It is used almost-directly to calculate transit times across large distances (a hex can be crossed in 20-DRIVE days by a ship), and over short distances it is needed to make difficult manoeuvres.
  • SCAN: the sensors of the ship - whether those are heat-based, x-ray, optical wavelengths or radio transmissions. It is also a measure of how good those systems are for understanding what signals have been picked up.
Unlike characters, rolls are made under the ship stats for active choices rather than saves. For example:
  • Roll under the SCAN stat when you are trying to look for something.
  • Roll under the DRIVE score when there is a difficult comet debris trail to navigate.
  • Roll less than your HULL when you're trying to maintain the ship in a difficult situation.
Does that make sense? I hope so. I don't have much more to say about ships today, I suppose I just wanted to clarify or share a few more details beyond what I mentioned in the last post.

I'm creating tables that generate the appearance of ships, but my impetus for doing so is for NPC ships to be generated quickly. Players could use some them though, but appearance could also be left to player-choice - so long as they can choose fast. As with Into The Odd, I aim for players to get playing ASAP. At the time of writing I'm constructing a table to give some details of the features of the ship - does it have something special like missiles, a cloaking device or a leaking engine coil? Or is it perhaps owned by someone else or a notorious past?