I’ve been giving some more thought to my forthcoming Star Hex campaign while I was sat on the train this morning, and have decided a few things about the game in terms of the background and rules. Continue reading
We’re coming up to the finalé of our Dungeon World campaign this week, my plan afterwards is to have a couple of weeks off and then make a start on the next campaign. I’ve been very much enamoured of all things OSR (except THAC0) recently and used some elements of the good, old-fashioned hex crawl in my Dungeon World campaign, so it seemed only natural that I should continue down this path with my next campaign. I don’t want to jump straight into running another fantasy game so close on the heels of Dungeon World so I decided to turn to science-fiction (or science-fantasy depending on your definition), influenced by the fact I’m reading a lot of White Star at the moment.
Given my recent love affair with James M Spahn’s White Star–you can see my video review of it here–I’m thinking of running some OSR style sci-fi when when Dungeon World campaign wraps up in a few weeks or so; I’ve been looking at the concept of hex crawls and have even taken a few ideas from them to use in my ongoing FFG Star Wars campaign and the methodology seems to work well in a sci-fi genre. Given that so many sci-fi franchises have effectively been reskinning fantasy races to use as aliens for a long time, I thought it might be interesting to do the reverse and run a science-fiction setting where the fantasy analogues were embraced openly.
I’m not talking about a Spelljammer-esque fantasy in space style game but a science-fantasy game (ala Star Wars) that takes direct inspiration from fantasy races and ideas to use in the setting.
Sci-Fi High Concepts
Okay, now we’ve explained the basic formatting in our previous post, we’re going to provide a series of ideas for creating the description, job and twist sections of the high concept for a science-fiction character.
There are lots of different types of science-fiction ranging from hard sci-fi to space opera, post apocalyptic and everything in-between; in this article we’re shooting for a more general science-fiction vibe, but we may cover specific sub-genres in future articles. Continue reading
Reviewing Mark Kowaliszyn’s Baroque Space Opera, a sci-fi setting using the Fate Core rules system.
I suppose the lesson that I should take from all of this is that, despite trying to rain in my instincts to tinker with mechanics, I still have a way to go and that, certainly for Fate, there is an awful lot of very good material available (free of charge out that) that can be tweaking or used for your own games without having to start off completely from scratch.
One of the mechanics that I did like was that a short sentence is used as a character descriptor that takes this form: “I am adjective noun who verbs.”
So how would that work?
For example: “I am a quick pirate who is captain of the ship, the Crimson Dagger.“
This character would get +0 on all approaches besides sneaky (one which he would receive a +2), could invoke/have compelled the concept of thief as per the normal rules and would have a stunt that allowed them to gain a +2 when striking from the shadows.
This isn’t a 100% foolproof or completely defined method at present, but I certainly think that it has potential.