The Monday group took FreeMarket for a spin tonight. It certainly delivered the gameplay promised by the text - I certainly had great fun and everyone else seemed to as well.
The initial round of running a pretend challenge seemed to confuse everyone as much as it enlightened them. Then we got into the basic character generation stuff, which was all fine.
MRCZ creation was a little tougher, as everyone tried to come up with something that their disparate skillsets could work together for. In the end they didn't really manage, but everyone was enthusiastic about "My Little Special Friend" MRCZ, who create customized and weaponized pets. So far they printed up a dayglo stripy cat to pay someone's gambling debt and have got themselves a request for a weaponized cat, too. They acquired the raw materials for it but we ran out of time before they got to build it.
The situation generation was effective and fun. Every character has some memories written on their sheet, and you go and grab elements from each of these to make up things that can happen - so one guy from this character's memory wants an item from another person's memory to blow up a statue that's in a third character's memory. This sounds confusing, but it worked really well. I tied them into the whole custom pet theme of the MRCZ and we just went from there.
Filling up the station with oddball types is fun too. Just finding out about their neighbours was quite fun (a metal band on one side, a mobber with tentacles on the other). I quite enjoyed a courier who delivered them a couple of things. There's going to be more to him than they have yet realised, I think.
The challenge mechanics are pretty fun, although the card draws distract a little from remembering to narrate what you are doing. It's one of those games where I'm going to have to keep reminding myself & others to narrate what happens. The card draws give you a lot to work with, though! Just things like drawing a geneline and hazard give you something to work with (i.e. your narration should incorporate your natural talents but have something go not quite right as well).
Looking forward to playing more! The next session for My Special Little Friend should be epic - they have to build their weaponized cat to give to one guy's Dad. Nobody asked him what for yet... but hey, I guess they don't need to know. What could possibly go wrong with arming a cat with a miniature flechette cannon?
Showing posts with label science_fiction. Show all posts
Showing posts with label science_fiction. Show all posts
21 December 2009
16 March 2009
The January Dancer by Michael Flynn
An absolutely fantastic read. It's superior space opera, told as a chap in a bar recounts the hunt for an ancient artifact to a bard. It takes a little while to get going but I got drawn into it more and more as it went on. The characters are fantastic and Flynn really makes you care about their motivations and histories as the story unfolds. Plus the storyteller and bard have their own little story that comes out in the interludes.
All this has as a backdrop a really interesting world, a celtic-influenced human galactic ("Gaelactic") empire that seems to be the result of a few interstellar wars over a few thousand years. The cultures of each different planet are vibrant and fun (although he does have some annoying dialect used, luckily not to excess), and feel like places that might have developed in the world he describes.
Great stuff. Read it.
All this has as a backdrop a really interesting world, a celtic-influenced human galactic ("Gaelactic") empire that seems to be the result of a few interstellar wars over a few thousand years. The cultures of each different planet are vibrant and fun (although he does have some annoying dialect used, luckily not to excess), and feel like places that might have developed in the world he describes.
Great stuff. Read it.
25 January 2009
Cordelia's Honor by Lois McMaster Bujold
After certain persons close to me going on at some length about Bujold in general and the Vorkosigan series in particular, and one of them lending us pretty much the whole of the Vorkosigan series, I have begun working my way through them.
This first omnibus edition comprises two novels that occur before Miles Vorkosigan himself is actually born, serving mainly to set up the world in general and the formidableness of his parents in particular. It's good, high action space opera. It has some of the flaws you might expect given that description - the heroes are just phenomenally awesome, for example - but accepting these conventions, it is an immensely good read.
This first omnibus edition comprises two novels that occur before Miles Vorkosigan himself is actually born, serving mainly to set up the world in general and the formidableness of his parents in particular. It's good, high action space opera. It has some of the flaws you might expect given that description - the heroes are just phenomenally awesome, for example - but accepting these conventions, it is an immensely good read.
15 January 2009
The Sky Road by Ken MacLeod
Well, I made it to the end of the Fall Revolution series again. This one is my second favorite after The Star Fraction. A nice, fairly hopeful end to the series.
10 January 2009
The Cassini Division by Ken MacLeod
Third in the Fall Revolution Series, this deals with the aftermath of The Stone Canal's events from the point of view of the defenders of the communist Union that controls most of the Solar System. The key question is what to do about the posthuman upload civilisation on Jupiter, that has been generally hostile for some decades and has just changed into a new phase. Our point of view character is a hard soldier who is all for dropping a few thousand comets on the planet and killing them all, but various people she meets along the way are keen to convince her that perhaps one shouldn't just wipe out other civilisations just because they might later be a threat to us?
A good one.
A good one.
The Stone Canal by Ken MacLeod
I remember this being the most confusing of the Fall Revolution novels, and it still is on re-reading. It is packed with more ideas than the others, and none seem quite as completely explicated. Still, it's interesting to see the story of a couple of characters you met once each in The Star Fraction played out in full over the course of a couple of hundred years here (this pattern continues in the other books, each is a story that is tangential to that first novel).
Still, there's plenty here to like, and the ideas are fascinating to think about, even if I would have liked to have them developed further in the novel.
Still, there's plenty here to like, and the ideas are fascinating to think about, even if I would have liked to have them developed further in the novel.
26 December 2008
The Star Fraction by Ken MacLeod
I re-read this on a whim, seeing it on the library shelf, and was not disappointed. I think this may be his best novel - it's certainly so densely packed with ideas it seems liable to implode at any point. Fantastic. Should be on any serious science fiction fan's must-read list. Probably the must-own list, really.
For those who are late to the party, it follows a few characters, but centrally Moh Kohn, a mecenary with a hacked together gun/AI who discovers as part of a routine 'protect university science department from anti-technology terrorists' job that he seems to be a key part of some kind of backup plan to save British (or possibly global) socialism that was put together by his father (a genius computer programmer, and author of the OS/internet substrate of the computers used in the time of the novel) and seems to have suddenly activated itself. A combination of interesting and plausible politics and technologies make this work much better than many similar attempts. Also, there's a really good sprinkling of stuff that is just damn cool (the way that Gibson can also do so very well).
For those who are late to the party, it follows a few characters, but centrally Moh Kohn, a mecenary with a hacked together gun/AI who discovers as part of a routine 'protect university science department from anti-technology terrorists' job that he seems to be a key part of some kind of backup plan to save British (or possibly global) socialism that was put together by his father (a genius computer programmer, and author of the OS/internet substrate of the computers used in the time of the novel) and seems to have suddenly activated itself. A combination of interesting and plausible politics and technologies make this work much better than many similar attempts. Also, there's a really good sprinkling of stuff that is just damn cool (the way that Gibson can also do so very well).
Rollback by Robert J Sawyer
An interesting, bittersweet novel about early life extension technologies. The main plot centres on a married couple. She was the person who deciphered the first message received from extraterrestrials, but is now 87. A response is received and she is offered a new (and phenomenally expensive) rejuvenation treatment to aid her efforts to decipher the alien's second message. She accepts, but only on the condition that her husband also gets the treatment. Unfortunately, it only works on him. The novel is from his point of view and explores the various effects that this has.
Good.
Good.
13 December 2008
Spindrift by Allen Steele
Reliably good hard sf space opera from Steele. This is in the Coyote universe but only loosely related to the Coyote stories, which I had been finding a little bogged down in their own history and characters recently, so this was somewhat refreshing. It's a first contact story, and a fun enough representative of the type.
The characters are fairly one-dimensional, and the bad guys in particular seem motivated by little else beyond the needs of the story to have some villains. On the other hand, the exploration and hazards of space sections more than make up for those shortcomings.
The characters are fairly one-dimensional, and the bad guys in particular seem motivated by little else beyond the needs of the story to have some villains. On the other hand, the exploration and hazards of space sections more than make up for those shortcomings.
The Last Green Tree by Jim Grimsley
A strange kind of blend of science fiction and fantasy novel, dealing with magic that is allegedly some kind of sufficiently advanced technology (although it is hard to see how it is). In any case, the characters are strongly drawn and interesting, and their attempts to deal with the clash of magicians which incidentally wipes out most of a world.
It's sort of a follow on from The Ordinary, in that it is set in the same world and answers certain questions raised in that novel, but the connections are largely incidental.
It's sort of a follow on from The Ordinary, in that it is set in the same world and answers certain questions raised in that novel, but the connections are largely incidental.
13 November 2008
An Evil Guest by Gene Wolfe
In this novel, Wolfe gives us his take on Lovecraft. It's set in the future, and centers on an actress who gets involved in some strange goings on. I thoroughly enjoyed it.
There's a lot of fun to be had in working out what he is referring to obliquely (or not so obliquely, as with 'that darn squid god').
There's a lot of fun to be had in working out what he is referring to obliquely (or not so obliquely, as with 'that darn squid god').
26 October 2008
The Accidental Time Machine by Joe Haldeman
A good, kind of relaxed, kind of a modern take on H G Wells' Time Machine. I don't want to say much about the story, as discovering it as you go is part of the enjoyment. Just read it.
23 October 2008
Cowboy Angels by Paul McAuley
A fantastic read. Much more techno-thriller than science fiction, although the science fiction is fairly critical to the plot ('cowboy angels' are black ops agents trained to infiltrate alternate worlds). The story ends up being very human - the hero is a retired agent, reactivated to try and bring an old friend back in. The one thing that seemed to run through it was his determination to do the right thing - not just his duty, but the right thing for the people around him too.
The friend has been murdering alternate copies of the same woman in different worlds. As we get further and further into the plots and counterplots, things stay exciting. That keeps up all the way to the last paragraph.
The way that the alternate worlds fit together, and how the one that invented the technology to travel to others deals with it is fascinating too. The technology was invented in the USA and they used it to help out alternate, and less fortunate, Americas. A lot of that help is trade, of course, so they enriched themselves too. He shows several different facets of these interactions (including with our own world, in which they are acting covertly).
The friend has been murdering alternate copies of the same woman in different worlds. As we get further and further into the plots and counterplots, things stay exciting. That keeps up all the way to the last paragraph.
The way that the alternate worlds fit together, and how the one that invented the technology to travel to others deals with it is fascinating too. The technology was invented in the USA and they used it to help out alternate, and less fortunate, Americas. A lot of that help is trade, of course, so they enriched themselves too. He shows several different facets of these interactions (including with our own world, in which they are acting covertly).
07 October 2008
Incandescence by Greg Egan
A good story in the "strange alien society" type of science fiction. By far the most convoluted physics of any of his books, although that might just be my inability to mentally visualize the world of these aliens - if you follow the link, you will see that Egan has both an easy guide to how it works, and also a non-easy one with all the mathematics. I found the easy version kind of gave me a bit of an idea how it works, but not enough to really get it all. The story of the non-industrial aliens discovering general relativity is compelling, and the parallel story of a post-human and his companion who are searching for the world is good too. I liked it, but you'll need to be prepared to either seriously engage with the physics or skim past those bits to enjoy it.
05 October 2008
The Martian General's Daughter by Theodore Judson
This story is about the final collapse of industrial civilization, in a little less than 300 years. The narrator is the illegitimate daughter of a General in an empire that grew out of the USA. The book reads very similarly to I, Claudius, and Judson uses some very obvious parallels to the decline of the Roman empire. The narrative switches back and forward between her childhood (under the last decent emperor) and a present in which her father finds himself caught in a struggle for the throne.
It's a compelling story, slowly revealing clues about how the world came to be that way and how the powerful empire collapses.
Very good indeed.
It's a compelling story, slowly revealing clues about how the world came to be that way and how the powerful empire collapses.
Very good indeed.
26 September 2008
Escapement by Jay Lake
This follows on from Mainspring, with further adventures in an alternate universe that is clockwork. It's a much more fun novel. I think that's partly because - the world established - there is less concern with describing how things are there. Also the stories (it follows three different characters this time) are more interesting than Hethor's quest was.
08 September 2008
The Night Sessions by Ken MacLeod
A near future police thriller, dealing with a world that has moved into profound rejection of religion after the current 'War on Terror' just got worse and worse, and religion got blamed. The novel is all about themes around robot consciousness and religion versus rationalism, with the investigation into a murder as the plot. Good stuff, as you can expect from MacLeod, although it feels strangely more relaxed than usual (strange because the events in the story are anything but relaxing).
Also slightly jarring is the fact that some of the action takes place in New Zealand, and MacLeod has got a few things just slightly wrong - nothing that really matters, just a few things that aren't quite right (the bird is a 'tui' not a 'tui-tui'; fantails don't really hang out in flocks; etc).
Also slightly jarring is the fact that some of the action takes place in New Zealand, and MacLeod has got a few things just slightly wrong - nothing that really matters, just a few things that aren't quite right (the bird is a 'tui' not a 'tui-tui'; fantails don't really hang out in flocks; etc).
02 September 2008
Saturn's Children by Charles Stross
This novel is up to Stross' usual standard. It follows the adventures of a bored sexbot, lost in a world in which all the humans died out (leaving her, and all the other robots, with no particular purpose). As the story goes on, it goes deeper into the reasons that the post-human society is like it is.
19 August 2008
The Ordinary by Jim Grimsley
Kinda interesting science fiction with some fantasy elements that seem like they are really sufficiently advanced technology. The story is about what happens when a future human society decides to try and push into the 'fantasy' type world that appears to be a pocket universe or something. Lots of neat stuff, but the end didn't really resolve enough to be satisfying for me. I understand there's a sequel, maybe that will have the resolution in it.
05 August 2008
3:16 Actual Play & Review
I played another game, with a much more satisfying pace, and plenty of time for the characters to interact with each other and the extras.
On the strength of that, here's a real review rather than just a mention of play.
3:16 Carnage Amongst the Stars has you playing a group of space troopers. They've volunteered to join the force, with a mission of killing everything that might potentially threaten Terra at some point (i.e. all alien life).
The game is pretty simple, but hugely evocative. There's a little bit of tactical positioning in combat, with a nifty list of weapons to choose from. Character generation takes about five minutes (if you take time to explain everything as you go).
Play is mission based, with each mission requiring the troopers to cleanse a planet of hostile lifeforms. The GM gets a pool of tokens to allocate to the combat encounters (and sometimes spend on alien special abilities), which gives you some tactical play there too.
The real core of play, however, is the troopers' attitude to their job. This also gets fleshed out by the flashback mechanics - each trooper has a limited number of strength and weakness flashbacks. These can be used to get yourself out of difficulty in combat, but when you use one you have to explain your memory and thus illustrate how it helps you in the present situation. This is the real character generation, where your trooper's personality gets fleshed out.
Combat is also fairly lethal - I'd expect most campaigns to lose a few troopers along the way. This 'life is cheap' vibe runs through a lot of the game too (e.g. weapons don't have a damage rating, they have a 'kills per round' rating - and it goes up to d100).
The between mission character development allows people to improve, but aspects of this are arbitrary. The big one is levelling up - two troopers get to level up each time: the one who made the most kills goes first, then everyone rolls off to be the second.
For the GM, there's almost no prep - roll or pick from a few tables to generate the next planet and alien abilities, and off you go. Taking more time helps, but if necessary you can play with no time spent.
All that stuff ends up being a very tightly focused game, simple to play but (I expect, over campaign play) also the potential for some really good play about dealing with being in a stupid, terrible and endless war.
Regarding my second game, there's not too much to say. I spent a lot more time describing details of the setting, so the Force had more of a character to it, and the planets (we managed one long and one quick mission) were somewhat more thought out and consistent. I only had two players, as well, which added focus. Their adversity was tougher than my first games too - both missions I picked a high ability rating for the aliens, and this made a big difference to the sense of danger in combat. I'm also looking forward to running a game with my full group there, as the rest of them will have to play green replacements for the squad, which now has a pair of fairly battle hardened NCOs.
Speaking of which, I thoroughly recommend the technique of creating a squad to back the player characters, and brutally killing the extras off as you go. Even knowing that I was doing this arbitrarily for narrative effect, I got the sense that they really wanted to keep their guys alive.
On the strength of that, here's a real review rather than just a mention of play.
3:16 Carnage Amongst the Stars has you playing a group of space troopers. They've volunteered to join the force, with a mission of killing everything that might potentially threaten Terra at some point (i.e. all alien life).
The game is pretty simple, but hugely evocative. There's a little bit of tactical positioning in combat, with a nifty list of weapons to choose from. Character generation takes about five minutes (if you take time to explain everything as you go).
Play is mission based, with each mission requiring the troopers to cleanse a planet of hostile lifeforms. The GM gets a pool of tokens to allocate to the combat encounters (and sometimes spend on alien special abilities), which gives you some tactical play there too.
The real core of play, however, is the troopers' attitude to their job. This also gets fleshed out by the flashback mechanics - each trooper has a limited number of strength and weakness flashbacks. These can be used to get yourself out of difficulty in combat, but when you use one you have to explain your memory and thus illustrate how it helps you in the present situation. This is the real character generation, where your trooper's personality gets fleshed out.
Combat is also fairly lethal - I'd expect most campaigns to lose a few troopers along the way. This 'life is cheap' vibe runs through a lot of the game too (e.g. weapons don't have a damage rating, they have a 'kills per round' rating - and it goes up to d100).
The between mission character development allows people to improve, but aspects of this are arbitrary. The big one is levelling up - two troopers get to level up each time: the one who made the most kills goes first, then everyone rolls off to be the second.
For the GM, there's almost no prep - roll or pick from a few tables to generate the next planet and alien abilities, and off you go. Taking more time helps, but if necessary you can play with no time spent.
All that stuff ends up being a very tightly focused game, simple to play but (I expect, over campaign play) also the potential for some really good play about dealing with being in a stupid, terrible and endless war.
Regarding my second game, there's not too much to say. I spent a lot more time describing details of the setting, so the Force had more of a character to it, and the planets (we managed one long and one quick mission) were somewhat more thought out and consistent. I only had two players, as well, which added focus. Their adversity was tougher than my first games too - both missions I picked a high ability rating for the aliens, and this made a big difference to the sense of danger in combat. I'm also looking forward to running a game with my full group there, as the rest of them will have to play green replacements for the squad, which now has a pair of fairly battle hardened NCOs.
Speaking of which, I thoroughly recommend the technique of creating a squad to back the player characters, and brutally killing the extras off as you go. Even knowing that I was doing this arbitrarily for narrative effect, I got the sense that they really wanted to keep their guys alive.
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