Posts Tagged ‘Story Games’

The Conqueror Worm

Posted: April 8, 2013 by mearrin69 in Gaming
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RPG-BurningWheel-BurningEmpiresLL and I have been collecting games built on Luke Crane’s excellent The Burning Wheel role-playing game for a while now. I’ve had Mouse Guard, based on the David Petersen graphic novels of the same name, for some time and have longed to play it. We recently picked up both the base fantasy core book and Burning Empires, a game based on Christopher Moeller’s gorgeous Iron Empires graphic novels. We sat down to begin exploring the latter on Monday and discovered that it’s a pretty amazing game with a lot of potential.

The book is absolutely beautiful. It’s nicely printed in full-color on glossy paper and runs to 655 pages. The organization’s a bit confusing at first but actually flows quite well for learning the game: a brief introduction to the setting and how the game works followed by the tools you need to get started playing. Most RPGs based on licensed materials start you off with a setting-dump and I was expecting something similar here. Seems that goes against Luke Crane’s basic philosophy and, after figuring it all out, I think I might agree with him. Still, the relative paucity of setting material sent me in search of a place to buy the Iron Empires source material! The dead-tree editions are more difficult to locate but you can get them in PDF format here and here.

The setting is intriguing. Humanity, in its distance past, established a vast interstellar civilization spanning hundreds of light-years in every direction. At the peak it had mastered the manipulation of the fundamental forces of the universe and learned to shape planets and even humans themselves to its liking. Enter the vaylen, a parasitic worm-like creature that can merge with a sentient being and take it over wholly. The vaylen found humans to be rather delectable, an experience far more pleasant than provided by any of its former hosts (most of which have been bio-engineered creations). The Worm, as they are lovingly termed by their human enemies, took thousands of worlds and billions of human hosts and still hungered for more. By the time of the Iron Empires, humanity has fallen greatly since its heyday – with eight petty squabbling empires too concerned with gobbling up the remaining scraps of their former glory to focus on properly defending against the terror arrayed against their southern borders.

IE-Master-Map-(revised)The game system is also interesting. It’s not really a role-playing game. Well it is, just not in the form many modern players expect – a band of murder-hoboes moving from place to place, killing enemies and taking their stuff. Players and the GM take on the roles of central figures in one planet’s conflict between humanity and the vaylen but the game is structured so that you contribute to an epic story of that planet’s struggle. The GM is the pacer and arbiter of the rules, not the end-all authority whose word is law – he and his characters have to follow the rules too. The players help to create the setting during play, acting through their characters to defend their world, or turn it over to the Worm.

You start by collaboratively building the planet under contest using the tools provided in the World Burner. The players and GM answer a series of questions about the world, its people and factions and so on, to flesh it out. The end result is a battleground on which to play out the coming vaylen attempt to conquer it – including some mechanical details that become important to both sides once the conflict starts. You also come up with concepts for the central figures in the conflict, people who are key members of the government, church, military, and other important institutions. Players may choose to play some of these roles later, or create their own related characters, while the GM will flesh out and play the others for the opposition.

Then you use the Character Burner to build up your character using Burning Wheel’s clever lifepath system to model her growth from birth to her present situation, which yields information about skills, resources, contacts, traits, and important mechanical statistics. When completed you’ve got your world and important institutions and a group of PCs and key NPCs that are all interlinked (to some degree) among themselves and the groups that make your world go. The default situation has the PCs working against the vaylen while the GM tries to win the planet for the Worm, but you can reverse those roles if desired.

The game is then played out in three phases: Infiltration, where the vaylen begin their intrigues; Usurpation, where key figures are taken over and the stage is set for the end-game; and Invasion, where all pretense is dropped and the Worm arrives in force to claim its juicy prize – a new farm world brimming with delicious human host meat puppets. There’s a fairly complex system set out for players and GMs to create scenes and build to inevitable conflict situations, where the real stuff gets resolved. As things move forward, the sides gain or lose ground, resulting in an eventual winner and loser for each phase. The winner gets an advantage during the next phase and early gains could easily result in a steamroller effect as the campaign draws to a close.

Of course a campaign in played out over tens of sessions so we didn’t get quite that far in our initial exploration! LL and I used the World Burner to start fleshing out a planet. We ended up with an “interior world”, not quite on the border but not quite in the safe core of one of our eight pocket empires. Its atmosphere supports human (and vaylen!) life and is predominantly (>50%) land but is geologically young and volcanically active. That makes it a good resource producer and we ended up deciding that it is administered not by the nobility but by a merchant league. It is protected by a professional volunteer military but nobody is all that bothered by the vaylen threat at this point – they’re focused on grubbing for ore for sale to their greedy neighbor lords. Factions include a competing merchant force, organized crime, and indigenous life-forms, all of which may become pawns in the coming war. The planet is protected by standard quarantine procedures and import/export regulations, paying close attention to weaponry, pharmaceuticals, and immigrant labor.

We’ll add some color to the world next session and flesh out key figures but I think we’ve got the start to a pretty good battleground for a vaylen invasion. I picture it being a chartered merchant world somewhere in the Karsan League. Maybe it supplies fuel for Hammer fleets or ore to build their massive hulls. That would make it a prime target for vaylen take-over; not only would they gain human hosts but also resources from an under-protected, strategically important world in the midst of one of their strongest neighboring human empires.

I’m definitely curious to see where it goes!
MA

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The Aizium stockpile…

Posted: December 24, 2012 by mearrin69 in Gaming
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Pulp-O-Mizer_Cover_ImageIt had been a while since LL and I had played a session of our sci-fi Microscope game so we sat down on Christmas Eve to explore its history a bit more. This has been, by far, the most popular series on our blog, thanks mostly to the shout-outs by Microscope designer Ben Robbins on his Ars Ludi blog and Twitter feed. Thanks, Ben, and thanks for giving our setting a name: “Psionic Scream”.

If you haven’t been following our history so far, you can read previous sessions one, two, three, and four as well as a discussion of moving this setting over to TSR’s old Alternity role-playing game.

As part of that move, we wanted to explore a bit more about early human colonization of the galaxy: what was travel like before the discovery and exploitation of jump gates, what were the first human colonies like, and so forth. Accordingly, I opened up the session with the focus (our seventh in the game) “early human colonization”. LL followed that with the “P2X-1138 Wormhole”…something that won’t make any sense even to our avid readers until some of the following history is revealed. So, read on!

  • Early human colonization – After humanity began its slow expansion beyond Sol, establishing a few colonies by slower-than-light (STL) travel, and before it discovered and began using naturally occurring jump points, it invented slow faster-than-light (FTL) drives. We’re not sure how fast these drives could propel a ship but we do know that human colonization and trade expanded exponentially in the wake of their introduction.
    • The outer worlds initially faced massive raiding and piracy. New FTL drives created an opportunity for trade but also for piracy. Pirates in slow FTL ships could hit a world or large transport ship and be off before authorities could respond: communications still traveled at the speed of light.
    • The merger between Marquette Consolidated Industries, a heavy industrial concern, and Nakamura Ordinance, an arms dealer, was intended to take advantage of new opportunities opened up by the advent of slow FTL travel. It planned to establish corporate colonies and trade routes. Nakamura’s government connections gave the new mega-corp a leg-up on its competitors.
      • Young Omar Nakamura was called into a meeting with M-N’s board of directors. His grandfather, the chairman, told him that he would be taking over off-world colonization operations – and that he would have to take a leave of absence from the Terran Confederation Navy (TCN), in which he had just received a commission to Lieutenant JG.
    • Marquette-Nakamura Corporation established the Redemption series of penal colonies. Redemption-7 on P2X-1138, a “death world”, is the last of these; established to mine an unknown (at least to the public) mineral found there. (It had to happen, amirite?)
      • R-7, and the entire planet upon which it was sited, was destroyed in massive explosion which left an unexplainable stable wormhole in the place of P2X-1138. M-N staff scientists theorized quietly that the large quantities of mined and processed Aizium, awaiting pick up, exploded. This may have caused a chain reaction that somehow reached the vast veins of untapped Aizium that riddled the planet. Even the M-N scientists were baffled by the resulting wormhole – in theory it should have taken much more mass to create even a fleeting wormhole, let alone a stable one.
        •  A message capsule was found many years after the colony’s destruction. In it was a message from Clinton Gardener, former R-7 corporate compliance officer, stating that he had decided to overload the colony’s power plant, causing it to go critical, rather than allow the colony to fall into the hands of rebels – and reveal R-7’s sinister secret. This explosion is likely what set off the chain reaction in the Aizium.
      • Scientists flocked to the site of the P2X-1138 wormhole, as it came to be called, to study it
        • The ten ships working and running patrols in the area gained valuable experience dealing with astronomical hazards and anomalies. Many breakthroughs in navigation and sensor technologies resulted.
        • One of the experiments on the wormhole causes it to release a tachyon burst. Encoded within that burst was a signal. At first it appeared to be simple background noise but some clever filtering and enhancement brought out the details: a visual transmission recording a massive space battle. More shocking was the astrographic evidence that the battle depicted occurred (or would occur?) here at P2X-1138. The transmission was severely degraded and the ships involved could not be identified
        • The wormhole was initially stable but the scientists soon realized that it was rapidly degrading and the Terran Confederation Navy and its partner corporations, including M-N, spent immense resources to try to stabilize it.
        • Unknown to most, the P2X-1138 wormhole had a deleterious effect on psions. Humanity as a whole knew nothing of psionic phenomenon at this point, though certain individuals, corporations, and government agencies may have.
          • Petty Officer Jessie Vanhoy, a crewman aboard one of the TCN ships had, from a young age, been able to read minds. He had kept the true extent of his ability secret from his family and others, having been mocked for his claims as a child. He found that his ability did not work at all after his ship arrived in the system and resumed after it left. The loss was accompanied by intense migraines, for which he sought treatment in the ship’s infirmary. The medics were unable to do anything for P.O. Vanhoy.
        • Civilian scientific vessels were suddenly requested to depart, without explanation, the vicinity of the P2X-1138 wormhole and the TCN blockaded the system – a quarantine that is still in effect today. Coincidently, P.O. Vanhoy disappeared from his ship. None of his shipmates could give an account of his whereabouts…though several did report having seen two men in suits aboard ship. They were wearing proper identification badges and were able to answer security challenges, but no official log of their visit could be found during a later investigation.
  • Much, much later, following the so-called “Psion Revolt”, there was a dramatic increase in the birth of humans exhibiting psi powers. Until that time most humans developed psionic abilities after travelling through jump points. Nobody was sure why, but these children came “on-line” immediately following birth. They also exhibited an innate link with their psionic siblings.
  • And, later still, during the “Psionic Suppression” period: The Psion Revolt spurred widespread paranoia among non-psions. Once the capabilities of Blank-White-Curtain/Compound Omega became known to the public at large, via the court martial of Admiral Omar Nakamura, corporations and wealthy private citizens began to seek the material for their own protection. The mineral was rare but, suddenly, supplies of it began to appear on the black market, at a very high price. The crates containing it were marked with the logo of the now-defunct Marquette-Nakamura corporation and the cryptic notation, “Aizium; R-7, P2X-1138”. Coincidentally, the Free Human Front began freely spending money on weapons, ships, and other essentials shortly afterward.

photoWow. You can’t make that stuff up. Well, actually, you can…if you play Microscope!

We’ve got five sessions of the game under our belt. As you can see in the picture at right (click for a larger image), we have amassed quite a large collection of cards. We tend to write short descriptions on the front and then a much more detailed narration on the back, but sometimes our details fill both the front and back. We had initially thought about using half-sized note-cards for the game but rightly concluded that they wouldn’t really be large enough. I guess the only solution is to get a bigger table!

So. We ended up not learning all that much about technology with this session after all…but we learned a lot more about the twisted socio-political situation that drives our “Psionic Scream” setting. I sometimes feel as if LL is trying to drag us toward the light but I just can’t turn my head away from the massive potential for linking things together into conspiracy theories. Did Nakamura know about Compound Omega from the start? How much did the government know about psi before those abilities became wide-spread among humans, conferred by travel through jump? What’s happening “now” at the P2X-1138 wormhole…and when was that fleet engagement? In the past? In the future? Nobody knows. But I guess we’ll find out a little bit more the next time we play!
MA

NB: Almost forgot that I wanted to credit the awesome PULP-O-MIZER folks for the tool that let me create this issue’s cover. What a great app! LL discovered it and sent me the link…I fear I could disappear down that rabbit hole for quite some time.

Et tu, Bertrus?

Posted: December 3, 2012 by mearrin69 in Gaming
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golemtechLL, PL, and I continued our P-A fantasy Microscope game on Monday (you can read about the first session here). We continued PL’s “School of Magic” focus and then I chose to focus on “Bertrus”, the Betrayer of the School of Magic, when my turn as Lens came along. We finished up with LL taking the Green Lantern Lens ring and choosing to look across the sea from Conusa to the distant land of “Begendlund”, apparently the home of loathsome meddlers with entirely too many teeth. Here’s what we learned about our history during the session:

  • Begendlund colonized the continent known as Oztrailus, half-way around the world from their own land. (PL)
    • The Begendlund “First Fleet”, under the command of Ruhtra Pillihp, arrives at Oztrailus and establishes a gnomish penal colony at Nyuoz Whales. The gnomes incarcerated there are criminals of the worst kind (What gnomes aren’t?) and face hard and short lives taming this new and wild land. (MA)
  • After the gnomes of Gnomeleska drove off the golems, but before the decline of gnomish civilization, we saw a much younger Bertrus…and learn that he is, in fact, a gnome. After the gnomes’ golem problem was solved he began to secretly delve into golemtek. In the course of his tinkering he managed reactivate an inactive self-replicating golemtek core in his lab. The device began to pull together pieces of, well everything, in his lab to create a new golem…and another, and another… (MA)
    • To escape the madness he had unleashed in his lab, Bertrus fled up the stairs of his tower to his waiting gnomish airship and flew away from the city. He watched the fall of his towers as raging golems tore them to the ground and then turned their anger toward the city beyond. (MA)
  • Before the golems began raging across the lands of Conusa, there was a period known as the School of Magic, during which the Founders established schools devoted to teaching the magical arts in many lands across the Irth. (MA)
    • Early on, high-dollar backroom funding from an unknown source sponsored archaeological expeditions to uncover lost magical knowledge and artifacts. Some of these finds later informed and inspired the formation of the School of Magic. (LL)
    • We learned of the reappearance of the Dark Arts because of one of these digs. A cache of magical tomes and artifacts disappeared from one of the sites and was never found. (PL)
    • We learn how Bertrus became involved in the School of Magic. We see him standing in a darkened, well-appointed room. A sinister voice is speaking to him from the shadows, saying, “Go! Help them establish their school. Learn the Dark Arts and bide your time. The end draws near!” (MA)
  • Begendlund begins subversive activity in Conusa. Watching from afar, the meddlesome Begendlund begins working to suppress the new moves to discover lost magic and establish formal schools for its study. (LL)
    • Sleeper cells from the mysterious Begendlund organization known as EMI Sect are activated and begin a campaign against magical reawakening in Conusa. (LL)
    • Sect agents find and revive inactive golems in Conusa and use Stone Hedge Magic to “re-mission” them, sending them out to seek users of the Dark Arts and golemtek. (LL)
    • Begendlund’s interference was later discovered and it didn’t sit right with many people (PL – Legacy “Anti-Begendlund Sentiment)
  • When he learned of the fall of the School of Magic, and how it had happened as a result of Begendlund’s meddling in the affairs of Conusa, the Emperor of Nordland summoned his War Council and advisors. Wearing his spiked Helm of Power and wielding his Spear of Destruction, he gave a mighty speech, “Begendlund will pay for its act of destruction! We must let the rest of the world know of this treachery!” (PL)
  • After the golems take Nyuork and sack the School of Magic, and presumably after the underground offensive against the golems by the Mad-Hattanites, Bertrus takes control of Mad-Hattan. (PL)
    • He did this by using his knowledge of the Dark Arts to summon the “Others”. These unknown, perhaps unknowable, creatures hunted the Mad-Hattanites in their own tunnels. It’s rumored that the Others didn’t kill them…but, instead, somehow dragged them back to their own world for reasons unknown. (LL)

Oh, yes, we are quite mad.
MA

The return of the golems

Posted: November 26, 2012 by mearrin69 in Gaming
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golemBack to the Microscope. LL and I invited PL to join our Monday session to start a new game of Microscope. We had a lot of fun with our previous sci-fi Microscope game (read about it here, here, here, and here) and will certainly continue it but wanted to try something new. In our discussion of the Big Picture we decided to take LL’s suggestion that we work with a fantasy world. It took us a while to come up with the rest but we finally settled on post-apocalyptic, a genre of which we are all three quite fond. We ended with the following Big Picture statement: Refugees struggle to rebuild after the apocalypse in a fantasy world. Not really all that inspired, as it’s sort of a knock-off of one from the rulebook, but let’s see where it takes us.

For Palette, PL kicked us off with “no elves”. I quite liked that, having considered opening with “no gnomes” myself. We went from there, ending up with a Yes column containing: “magic with consequences” (LL), “out of control golems” (MA), “gnome scientists” (LL), “primitive firearms” (PL), “secret masters” (MA), “geography the same as Earth” (PL), “alien races” (LL). Our No column contained: “no elves” (PL), “no gods” (PL), “no supermetals” (MA), “no sentient plants” (PL). It’s an odd mix but I think we can make it work.

For our Bookends, we chose a dark Start period called “Fall of civilization” and a dark End period called “Fall of civilization”. Sort of sets the tone, doesn’t it?

Then we started playing with our First Pass followed by a turn with LL as the Lens (she chose “golems” as the focus) and the start of a turn with PL as the Lens (he chose the “School of Magic”). We’ll hopefully finish up that turn and get to me this coming Monday. In the meantime, here’s what we learned about our history:

  • Sometime after the fall of civilization there was a period when gnomes flourished in our world. The center of their civilization was a frozen land called Gnomelaska (see what we did there?) Sadly (or not), gnome civilization collapsed at the end of this period. (PL)
    • At some point the gnomes were having a problem with golems. They managed to kick them out of Gnomelaska by some convoluted plan involving the construction of a transit system that brought in reinforcements. The “Hurried Ones” arrived just in time. Fearless and seemingly impervious to the cold of the region, they helped the gnomes push back the golems.
  • Golem armies raged across the lands of Conusa, streaming from the frozen northwest across the continent. (LL)
    • In the western part of the continent the golem armies sacked the dwarven outpost of Corado Springs and left a garrison there before moving on. They began expanding the dwarven mines in the nearby mountain. (MA)
    • Later, the golem armies reached Nyuork and attacked it. They were supported by rock-heaving, rolling golems and rock-dropping, flying golems. They conquered the city and began building…something. (MA)
      • Even so, the Mad-Hattenites fought on, waging an underground war against the occupying golem army. They were mostly miners and the chemicals that they used for ore separation had caused madness among their ranks. They proved difficult to fight because of their tenacity and seemingly random tactics. (LL)
      • During the attack we learned something about the golem’s motives in a scene that played out at the School of Magic, located in the city. As the golems pounded at the gates and bombarded the school’s buildings, a group had gathered for safety in the main gathering hall.
        • The school’s headmaster, Lord Mandro, was distraught and realized that it was, in retrospect, probably a bad idea to have gathered so many magicians together in one place.  (PL)
        • Williwiggens, a gnome and the school’s top student, worried that there might be no graduation this year…and, thus, no valedictorian position. (MA)
        • Bertrus, one of the school’s professors, pondered the success of his plans to attract golems so that he could study them further. (LL)
        • Williwiggens is casting about in distress, observing the world through magically enhanced lenses and notices the aura of dark magic Bertrus exudes. He (she?) tugs on the headmasters robes and Lord Mandro wakes up from his daze, looking around at those gathered. He senses it too and confronts Bertrus who, in true evil villain style, admits to dabbling in the dark arts. He knew all along it would bring down the wrath of the golems, whom Bertrus hopes to study and eventually control.

And that’s it for now. I’m just going to put it right out there that we all know this is pretty whack. The “same geography as Earth” thing got us right into kooky (courtesy of yours truly) and we just kept on going. It’s a fantasy world gone haywire and, by the looks of it, this things going to go just about as gonzo as Gamma World. I think I’m really going to like it! Tune in next week for an update.
MA

Moving from Microscope to Alternity

Posted: November 19, 2012 by mearrin69 in Gaming
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LL and I kicked off our sci-fi Microscope game with the idea that we would be building a setting that we could explore in depth with a more traditional role-playing game system. Tonight we talked through some of the material we have created so far and how we might bring that content into an RPG setting.

As we played through the first four sessions (which you can read here, here, here, and here), creating the history of our setting with Microscope, we had a stack of Alternity books sitting beside our play area. Alternity is a generic sci-fi RPG published by TSR in 1998, prior to its merger with Wizards of the Coast. The game was innovative for its time and includes some interesting and playable mechanics. Though out of print it is still supported by an active fan community, headquartered at Alternityrpg.net. I’ve had the Alternity books sitting on my shelves for years but have never played the game, though I’ve wanted to do so for some time now. LL recently picked up a used set (in pristine condition, I might add) for a song. We both think the system might be a good match for our setting.

Characters in Alternity belong to one of several generic character professions (similar to classes in D20) that determine what skills they’re good at and how they progress as they gain experience. The basic professions can be used to build just about any normal character you’d expect to see in a sci-fi story: Combat Spec, Diplomat, Free Agent, and Tech Op.

The game also includes rules for integrating psionic powers, using a specialty profession called the Mindwalker and several “broad” and “specialty” skills devoted to psionic specialties. The psionic broad skills include Biokinesis, ESP, Telekinesis, and Telepathy. Each broad skill contains several speciality skills; e.g. ESP includes Clairaudience, Empathy, Navcognition, and several others. If you have a broad skill you can use its associated specialty skills at a default level, provided they don’t require training. A character with the ESP broad skill can use Empathy untrained but not Navcognition, for instance. If you also purchase a specialty skill you can use it more proficiently than the default level.

In our Microscope history we determined that certain humans gain psionic powers after travelling through jump space. We don’t know why, they just do. Alternity has a great way to implement that: any normal character (i.e. non-Mindwalker) can be declared a “talent” and purchase one psionic broad skill and two psionic specialty skills. They won’t be as adept at psionics as a Mindwalker, but they’ll have some ability with it. So, where do Mindwalkers fit in? Well, we’re pretty sure that humans won’t be able to be Mindwalkers until the Retreat era, when they have the opportunity to get together with other psis to train and study. We’re not sure yet if the TWSBG or amoth have any Mindwalkers.

We didn’t do any work on defining our setting’s three main species in Alternity. I think, however, that we might be able to file the serial numbers off of the T’sa and use them for TWSBG. As described in the Star*Drive campaign setting, they’re a pretty close match. No idea about the amoth at this point.

Alternity uses “Progress Levels” to denote a campaign setting’s predominant level of advancement: PL5 is the “Information Age”, PL6 adds fusion power and more advanced space exploration, PL7 adds more advanced power generation and gravitic manipulation (and FTL travel). The progression continues through to the indefinite PL10 “Far Future”. It seems likely that our setting is somewhere in PL7, perhaps with PL8 power (as defined in our Microscope Palette).

We’re not yet sure about technology in our setting, because we really haven’t delved deeply into technological specifics. We haven’t even really touched on things like medical technology, personal weapons, computer technology, and a host of other specialties that make an advanced civilization tick. Here’s what we *do* know about our setting’s technological level so far:

  • Starship propulsion
    • Slow STL: We assume that all of the major species can move around at reasonable non-relativistic velocities, but we don’t yet know any details about how they’re doing it, how fast they can go, etc.
    • Fast STL: We know that the TWSBG had accomplished near-lightspeed space travel, through their use of the kind of generation ship that destroyed the amoth home-sphere. Humans may have used similar technologies to settle their first colonies. The amoth did not have, or did not employ this technology.
    • FTL: Humans definitely had the ability to travel at some multiple of c, and used that ability to expand to colonies some distance from Earth. The TWSBG may also have this capability as well, though we have not seen this in our history yet.
    • Jump: Humans and TWSBG both use natural jump points to travel instantaneously from system to system. The amoth have acquired this technology from the TWSBG. We don’t know how this works yet but we think:
      • Jump points are naturally occurring weak points in space, leading to some sort of higher-order dimension that can be traversed by a starship that can “activate” the jump point. We are assuming that passage between jump points is bi-directional, though this hasn’t been firmly established by our history.
      • There may be any number of jump points within a system. We don’t know if jump points can occur in deep space. We don’t know if it’s possible to tell where a jump point emerges without traveling through it.
  • Starship weaponry
    • We don’t know much about this topic at this point except that a fleet of light cruisers is well-armed enough to destroy a pretty large mega-structure (as the Omega Fleet did at the Retreat).
  • Communications
    • We think FTL communications is impossible without psionics. That limitation would also seem to preclude FTL sensors.

And that’s about it, really. One of the reasons we didn’t play tonight was my growing-but-vaguely-formed fear of “overworking” the setting. After talking over how to bring it into Alternity, however, I realize that there’s an awful lot we don’t know yet. Looks like we need to play a few more sessions to go back in and explore some of these missing details. Interestingly, LL and I were loathe to speculate much about things we hadn’t specifically covered either in the history itself or the Palette. We could certainly just make stuff up…but it seems somehow more fun to discover it with Microscope.
MA