Showing posts with label Traveller 2300. Show all posts
Showing posts with label Traveller 2300. Show all posts

Friday, 11 July 2014

A Twilight 2000 retrospective


Twilight 2000 is a game that I don't think I could ever play the way it was written. I simply can't keep the rules in my head, frankly. But it holds a place in my gaming heart simply because of the atmosphere, like nothing else I've ever read.

For those who haven't encountered it before, Twilight 2000 is a (very, very) 1980s RPG set in the closing stages of World War III. The nuclear exchanges happened three years ago, but the war didn't end. Days before the campaign begins, the last major American force-in-being in Europe launched a final offensive into Poland; it failed, and now the team are trapped behind enemy lines in a disintegrating world of marauders, ex-military bandits, Warsaw Pact survivors and worse.

Twilight 2000 is a post apocalyptic game, but it has very little in common with Gamma World or Atomic Highway or my personal favourite Other Dust. There are no mutants, no muscle cars (unless you count Humvees), no monsters that aren't human. In fact, you can't really call it post apocalyptic. The apocalypse is ongoing; it's present apocalyptic. When I first encountered the game I was put off by the procedural setting generation and the procedural encounter systems - now, after exposure to OSR, they fascinate me. 

Monday, 17 March 2014

Littering the galaxy, one sweaty footprint at a time!

The universe is full of trash. There's evidence to suggest life is ten billion years old young in the galaxy at large, with a four billion plus history on Earth. The lifetime of a person or even an interstellar civilisation is nothing. A million cultures could have emerged in that time, expanded across dozens of systems, destroyed themselves with decadence or plague or murderbots or relativistic kill vehicles or trans-sapient speciation or simple ennui (or an ascent transcendence), been forgotten. 

Ruins on Earth, battered by the wind and pollution and microorganisms and looters, can last thousands of years. Here's the thing - on an airless world, or in airless space, or even on atmosphere'd worlds abandoned and lifeless for many centuries - ruins and litter will stand for eonsNeil Armstrong's footprints will last forever (if they aren't disturbed by tourists, which they will be soon). The Voyager probe will continue to drift for an eternity, lost between systems (until it collides with a Sirian generation ark and kills twenty trillion electronic personalities stored within its transport pods). 

The kind of evidence space-faring civilisations leave behind need not be as grandiose as any stark black rectangle or space ark. Any culture embracing regular spaceflight is going to leave behind footprints, mining camps, abandoned machines... even if "regular spaceflight" meant a few atomic rockets burning around a single solar system.

Wednesday, 12 March 2014

Ruralpunk 6: a funny thing happened on the way through the checkpoint (and more!)

Ruralpunk returns!


I've already had some great feedback in about 8 different places about Alienation. In a few days i'll put up a summary post with changes and ideas for change. Until then...

We've had places. We've had antagonists. What we don't have is an entire post about checkpoints (just because you didn't know you wanted one, doesn't mean you didn't...). Pictures from Far Cry 2, a game which was 20% about fun and 90% about checkpoints. I stand by the maths in that sentence.

Ten encounters at the checkpoint

1. Antisocial behaviour stop. The police are looking for speeding cars, drunk drivers, personafix racers, and so on. A real risk to the PC's carefully constructed, expensive, fake identities...

Friday, 24 January 2014

Ruralpunk 5: even more antagonists!

Low born smugglers and fast living privateers

Any place with borders or commerce restrictions will have smugglers, whether they run international boundaries or bringing narcotics to the masses. Often, they move quietly between production centres in the hills and the big cities. In real life, Canadian marijuana smugglers go out into isolated, desolate regions and dig underground bunkers made of steel shipping containers to use as aquaculture centres growing cannabis - similar outfits become more and more common. Organisations looking to dodge patent laws, sales tax and chemical prohibitions all have these hidden manufacturing facilities out in the bush. 'Runners are often hired to find and destroy these organisations, or draw off the hunters. 

There are various kinds of smuggler. Quiet smugglers hide in plain sight, using mules or hidden compartments to avoid detection. Either that, or they use hidden routes through inhospitable territory. Surveillance drones have complicated things for that kind of smuggler, so many spend a lot of money acquiring hunting license IFFs or similar credentials to dodge border rangers. Still other groups use tunnels to move covertly past barriers. Quiet smuggling methods could fill an entire article, and frankly they aren't often antagonists

There's a second sort of smuggler who will exchange fire with 'runners, from the safety of a flying tank.

Thursday, 23 January 2014

Ruralpunk Part 4: the Opposition

The Opposition
Part 4 of the Ruralpunk series concerns itself with the Opposition. I almost said "bad guys" before I remembered the genre.

A big theme of ruralpunk is abandonment. The world revolves around the cities. The countryside is left to the agricorps or the rebels or the poor - left out in the suburbs and fading exurbs after the oil crashes. Flooded towns wash away or are torn apart by heavy weather. The rule of law fades away. Let the first Mad Max film be your guide! (but perhaps ignore the second one - the post-apocalypse is a whole different thing)

Corporations

Oligarchs, oil-men and railway barons were stock enemies in Westerns, and work just as well here. All represent large scale corporate forces rolling over individualistic country folk - one of the reasons American crime fiction used to idealise bank robbers is because many rural people lionized them for fighting the banks that took their homes during the Great Depression.

A cyberpunk campaign can add frackers to that list. Games aping the neo-noir tradition might also choose a specifically Californian antagonist, old families in control of the water supply. (I rather like the idea of a setting in which a post-USA Californian nation is ruled by an aristocracy that combines the money of the hydrocracy with the style of Hollywood). 

Big Agriculture might be driving independent farmers off the land or dumping chemicals in the rivers. They might be using the deep countryside for hidden bases. PMC training camps are a definite possibility. Out here, there isn't much oversight to restrain their actions. 

Big cyberpunk corporations are big cyberpunk corporations. I'd prefer to spend this post talking about other enemies!

Tuesday, 21 January 2014

Ruralpunk 3: 10 more locations

I was going to write a long article about the Ruralpunk opposition, but I don't have the time. Instead, here are some more locations!

1. Animal Pharm

A farm devoted to genetically engineered animals - spidergoats, phatcows, narcollamas... probably has heavier fencing and more cameras than the average farm, to prevent theft and propagation of GMO creatures into the wider environment.

People: Pharmer, ecoterrorist, animal uplifted by a rogue doolittle virus/experiment and out for revenge

2. Rectenna Forest

A forest of alloy trees, miles wide, receives a low energy microwave transmitted from solar power collectiors in orbit. GEV smugglers love to hurtle through these at high speed, as the microwaves confuse all sorts of sensors...

People: mechanic, automated guard, high-tech smuggler (for about a minute and a half)

Sunday, 19 January 2014

Ruralpunk 2: 10 Locations

This post is all about futuristic rural locations that can be dropped into cyberpunk (or Traveller, for that matter!) games. The two black and white images are both from the 1968 edition of Kansas Farmer. Together with the image on the cover of Keith Roberts' Grain Kings short story anthology, they provide wildly inappropriate illustrations for this post - too Big Science, too Hugo Gernsback by far. I like them. Fuck it - It's my blog, I'll be as inconsistent as I like (and as needlessly sweary and belligerent). 

(My friend Kasper, when told I was writing "10 ruralpunk locations", asked "Is one of them a small town at this point replaced entirely with spies? [...] It's a cold war in miniature, hidden beneath smiling folksey farmer types." I'm getting too predictable!)


1. FORTIFIED TRUCKSTOP
It's bandit country. A local PMC has a fortified caravansarai with repair facilities, high walls, a greasy cafe. A discrete, cheap brothel hides nearby. Guides and hired guards wait with light vehicles and motorcycles to head out with passing convoys. 

People: harassed waitress, meth-head pimp, farmboy looking to hitchhike his way to the rebel base, trucker, robot truck saboteur in disguise.

2. DRONE MAINTENANCE DOCK
A small but important business out in the sticks, the drone maintenance dock services dozens of autonomous vehicles from crop-dusters to trucks. A small team of techies drive out to find malfunctioning vehicles and bring them in.

So the important thing for 'runners to remember about these places is that they have equipment capable of fixing vehicle sized drones, which are functionally pretty similar to vehicles. They have metal 3d printers and tools onsite. People don't question strange robots rolling in and out of them, particularly in regions where self-made people are in the habit of designing their own robots. 

This is also where the local militia prints their fleet of recon drones.

People: yokel outlaw tech, farming drone programmer, militia rigger