Wednesday, July 16, 2008

The setting for my new Star Wars RPG

Troius Sector: A Gazateer

Background

The Troius Sector is a collection of roughly a dozen star systems, located in a remote portion of the Tingel Arm, in the Outer Rim. Its nearest pathway to the civilization of the colonies and the core worlds is the Hydian Way, a trade route that connects the Corporate Sector to the core. It is still a long-distance run to make it to the Hydian Way, though, and there are few safe routes.


The sector has a long history, stretching back to the ancient days of the Old Republic. Its prosperity has crested and fallen a dozen times, and is now, in the time of the Empire, at a low point. Very few worlds in the sector support wealthy individuals and opulent lifestyles. A majority of the worlds support laborers, farmers, miners, and entire cultures of people trying to squeeze a living out of the earth or out of industry. It’s among the lower-classes that thoughts of Rebellion are strongest; for now, the Emperor takes good care of his ruling-classes.


This is a low-priority sector for the Empire. Since there is very little trouble reported by the local governors, the Emperor devotes relatively few resources there. Local militaries and police keep things safe and incidents of rebellion are quickly, and quietly, deterred.


There is very little commerce between the sector and the rest of the galaxy at large. Commerce is managed by a series of guilds (much as it is in the rest of the galaxy). Independent traders thrive; most people in economically depressed locations are more likely to buy their wares from small-time merchants who cannot afford to purchase their supplies and products through high-cost suppliers. Small independent traders support themselves by supplying small merchants on distant worlds with the goods they need, typically while avoiding Imperial tariffs and licenses.


Hyperspace Travel through the Sector

Hyperspace travel throughout the sector isn’t much different than travel throughout most of the rest of the galaxy. Ships’ crew must constantly update navicomputer data to take into account the constant motion and influence of stellar bodies. Miscalculation of navigation data can lead, at best, to a delayed trip or a mis-jump. At worst, a ship can get lost of the aether of hyperspace or be destroyed when its re-entry into realspace comes too close to a star or planet.


Like many other sectors, Troius Sector has a small combination of unique hazards to navigators and pilots must contend with. A nebula dominates the easiest access point between the Hydian Way and the Trois Trade Route (the most heavily used route into and out of the sector). Most pilots plot courses to the mouth of the Nebula Gates, and slowly re-calculate a route through the Opal Nebula Via (the path that feeds into the Hydian Way). This re-calculation point is used as an ambush point occasionally by pirates, hoping to catch a ship’s crew busy with new hyperspace calculations.


The Pearls are another unusual formation. An enormous asteroid belt circles a dying red star. The belt forms a type of ribbon of stone and ore, twisting around the central star. The Mining Guild has been given access by the Empire to mine the materials out of it; however, subspace travel is made somewhat difficult by the radiation emanating from the red sun. A single space station, known by local travelers as “The Spike,” is the sole “public” station. The Empire maintains a small garrison of soldiers there, to assist in keeping the peace and monitoring traffic.


In the days of the Old Republic, a combination of hyperspace beacons, aid from the Guild of Navigators, and the HoloNet kept hyperspace travel relatively safe and direct. The Empire, though, cannibalized the HoloNet strictly for military communication. The Navigators Guild was made illegal by Imperial edict, and had all of its data and resources seized. By the time of the campaign, most pilots and ships’ captains trade navigation data often when they meet. Some would-be navigators collect maps and data, hoping to sell it to travelers. A black market of navigation data has developed around communities of smugglers and pirates, trading cargo for reliable information.


Notable Locations

The Pearls: On the rimward side of the sector, there is a system that is comprised of one star, circled by a string of asteroids and smaller planetoids. Some satellites are claimed by the Mining Guild, though “independent” miners and smugglers make their way through their defenses, occasionally. Besides the small mining settlements on some of the planetoids, the only real significant man-made habitation is the Spike, a 5 kilometer long space station, which services most of the miners and travelers who use the nearest hyperspace route.


The Empire keeps a modest presence there. The occasional patrol ship stops by the Spike now and again, though the largest presence seen is usually a customs frigate.


Strife: Covered by thick clouds, and perpetually drenched by rain, Strife is the home of the Imperial War College. There is also a small garrison on-world. The planet only has two large land-masses; the rest of planet is covered in tumultuous oceans, which are impassable with conventional water-craft.


Eric’s Star: Eric’s Star is a pirate and smuggler haven. Three great domed cities dominate the Habitable Ring near the equator. One is ruled by the Hulma clan of Hutts, and seems to be the most lucrative for the local crime syndicate. One domed city has been re-named “Necropolis,” ever since a freak accident at the power plant unleashed a toxin that destroyed its population.


Argent One: The de-facto capitol of the system only recently rose to any state of prominence. The local sector governor rules from there, and the representative senators gather there to discuss local business. It is closest junction for most of the local hyperspace routes, and boasts two habitable planets, and a ship-building yard. Imperial Fleet Command decided that this location would be the perfect home for the center of Fleet Operations, as well as the seat for the Imperial Governor.


Argent One is perhaps the most cosmopolitan world in the sector.


The White Void: There is a portion of the sector that is dominated by a large nebula. Sensors do not operate well, hyperspace travel is difficult, and subspace travel becomes hindered. Sensor and computer screens go white when the ship is in contact with the nebula. The area is often used as a hiding place for pirates and raiders, though many of the ships that go there are lost.


The Guilds

It is impossible for the Empire to control all commerce in the sector. Therefore, they allow certain guilds to operate with a charter from the Empire. The guilds often operate like a combination of a business conglomerate and crime family.


The Mining Guild is permitted to petition the Empire to mine for ores and other precious materials on any planet in the sector. It isn’t unusual for them to claim lands already occupied by farmers or other types of tenants.


The Bounty Hunter Guild is an exclusive organization. Though it is relatively simple to obtain a bounty hunting permit (allowing one to apprehend criminals and obtain rewards), the Bounty Hunter Guild serves as a clearing house for potential bounties. One reason the Guild operates is so that individual bounty hunters do not wage war against each other and each have a fair “cut” of the action in the sector. They consider non-Guild hunters to be fair game, though.


The Shipping Guild still operates. The Empire offers licenses to carry cargo through the sector, and use the more popular hyperspace routes. Licenses are expensive, and not only allow shippers to carry licensed cargos, but also help in avoiding customs inspections.


The Assassins Guild was outlawed during the height of the Old republic. There are rumors that there are still members operating in secret, acting more like a cult or mystery religion than a guild.


The Navigator’s Guild hasn’t operated since the rise of the Emperor.

Friday, May 16, 2008

Historical sword-fighting class

Don Justinian and I will be teaching our Beginners Class for Interpreting Historical Sword-fighting Manuals at Barren Sands War (check out eastkingdom.org for directions) at 1:00PM.

Please come out for it...it'll be a great class.

Sunday, May 11, 2008

Taking it in

I took a walk out with my wife today at a local park. There's a little nature trail that goes through some woods. I've never been on a nature walk with her, and thought it would be a nice way to spend part of Mother's Day. We were maybe twenty yards into the woods before I realized...I really have no idea what the woods are like.

As a GM, I describe a lot of nature scenes in different fantasy RPG's. They're probably the driest descriptions I do, which is a shame. I'm more of a City Mouse, honestly. I love the city. When I lived in Philadelphia, I loved that it was never really dark. I thrive in the environment, and, as silly as it sounds, it comes out when I run games.

I'm a huge fan of Fafhard and the Gray Mouser, "urban" fantasies about using cunning and guile, as well as magic and a sharp rapier. They talked to me more than epic fantasies about world-changing events.

So anyway, while I was walking through the woods with my wife, I looked down at the little stream that cut through the woods. I noticed the patterns of the mud and clay, and the muddy paths that once came off of the stream. There were makeshift bridges, logs and felled trees that kids threw across the water. My wife took pictures of pitcher plants and flowers; I took in the scenery.

The Siege

Next Sunday is my last session of my current D&D campaign. We started about a year and a half ago (first level). Now, the group is 13th to 14th level. The PC's have tied up a lot of plot threads, and have done a solid job of potentially creating a new campaign (most of them took the Leadership feat, and have a batch of followers and cohorts). The next session is the big Final Fight with the Big Bad Guys. Everyone's psyched.

One session that stood out in my mind:

The Siege of That Room Over There: The PC's have trudged through a dungeon, defeating a dragon, a medusa, and a handful of traps. Suddenly, they encounter...

...a kobold.

If I remember its stats right, it had two hit-points.

And the PC's stopped in their tracks for half a second.

Then, the kobold ran. And the PC's ran after him. And then the fun began.

I don't remember who realized that kobolds never really travel alone. Well, there was a whole tribe of the little guys, all with spears, poison, burning pitch, traps, the Swarmfighting feat, and the desperate desire to save their little butts.

The siege was pretty damn awesome. The PC's barricaded themselves in one chamber. A long hallway led to the chamber housing the kobolds (who barricaded themselves within, as well). The PC's used disguise skills, spells, and other trickery to get a scout inside, and start disrupting the kobold guards. Then, the attack began.

I don't remember many of the details...I remember spears, one of the PC's damn near dying, and the entire thing ending with a kobold thrown down a pit with a warning tied around his neck.

Good times, good times.

Monday, May 5, 2008

Weekend gaming recap, and some upcoming plans

Big gaming-filled weekend, so lets fill folks in on the highlights:

Friday:
Game: Dr. Who
System: D20 Modern
Have I mentioned how surprised I am that we've gotten D20 Modern to work for this game? The individual classes mean precious little to the players. The special abilities of some advanced classes do a nice job of giving the players the tools to do some high sci-fi wierdness (one PC built his own "K-9," while another jury-rigs high-technology with great results). I'm most impressed by how well the group works together, and how they interact with the setting.

I've thrown away some of the "modern" Dr. Who continuity, and focus on the settings and the characters. Every session is a mystery, with the players interacting as much with the setting as they do the NPC's. So far, they've visited a starship in the ultimately-distant future, a World War I battlefield, a U.N.I.T base in Montana, and a Dyson Sphere called, "New Skaro." They've encountered Cybermen, evil renegade Time-Lords, Daleks (the old William Hartnell-era Daleks that could only move on metal floors), and others. They totally immerse themselves with the setting, and bring alot to the table. Fast becoming one of my favorite experiences.

By the way, I've found a way to make the game progress nicely, and still make it "temporary" enough to give me the opportunity to run another game in the future: I don't award experience points. Every session or two (just about the end of every story, and each story really runs only a session or two), I tell them to just go up a level. Makes a good game.

Oh, and I told you I picked up Traveller, right?

Saturday: I spent most of the afternoon at Natural 20, one of my local gaming stores. I tried out games I've never gotten to try:

Wings of War: World War I bi-plane combat. Very fun, with a nice amoutn of strategy. reminded me a little of Robo Rally, to tell the truth. I'd be interested in playing again.

Formula De: Formula One racing. Absolutely a blast! Most fun time of the night. There's a nice amount of complexity which makes moving little plastic cars around a track engrossing. Stragtegy involves knowing when to shift gears up or down, to maintain a safe but winning speed. Problems or poor strategy can result in blown tires, busted engines, or blown brakes. Loved it, will definately play again. My only complaint is that it really seems like a game you need at least 4 players to do it justice.
Settlers of Cataan: Hated it the first time I played (a year or two ago), but enjoyed it much more this time. Not much more to say about it...time was really just a blur at that point.

Bought some Bretonnain Knights (and will start painting them this week, I think).

Sunday: My D&D game in Grayhawk: Wow.

One combat, and alot of role-playing. The combat: an infernal beholder.

The really big thing about that game is that its coming to an end. Its been going on for about a year and a half, and has been in "endgame" for the last couple of months. The PC's have gathered enough intelligence about the evil protagonist and his minions, and are ready to take him on. They are just one teleport spell away from their final conflict. They did a good amount of planning Sunday, and will make the Big Jump next session (in two weeks).

Oh, I have to show some shots from the game (especially since I got to use some of my Master Maze kits from Dwarven Forge):


The party makes their way to the door (note, the druid has performed his standard "turn into a bear when wandering around a dungeon" protocol):















You know, in most D&D games I've played in, the fighter is the one to open the door...not the druid. Then again, when you have a druid who is more comfortable walking around as a bear...

I have some mixed feelings about ending a campaign. I've really enjoyed writing for this game, and the players and I have invested alot of time and energy into it. But all stories have to end. Now, they've all gained a good amount of followers and cohorts, so there's always the option of coming back later to this campaign world (providing it survives the next session) with fresh, level 1 characters. I'd like to do that in the future. Right now, though, I'm a little burnt out with D&D, and am excited about what the group would like to do next.

The group and I talked, and it seems like they'd like to do a Star Wars campaign, set just at the beginning of the Galactic Civil War. They'll play as a small squadron of starfighter jocks (and their support) just starting their campaign against the Empire. I'll have more campaign notes about that later.

Tomorrow (or Wednesday): my review of the Traveller character creation system. Good stuff!

Friday, May 2, 2008

Traveller...out now!



What did I pick up today from my favorite local game store, Natural 20?

A little bit of my youth.

A review once I've finished digesting it.

Thursday, May 1, 2008

The X-Wing was among my favorites

A few weeks ago I walked into an exhibit at the Franklin Institute in Philadelphia, and was greeted by this:



Yeah, I got to the Star Wars exhibit. Yeah, it was awesome. Yeah, my kid and I loved it.