Showing posts with label Starfaring. Show all posts
Showing posts with label Starfaring. Show all posts

Sunday, April 23, 2017

Hazards of Space and Subspace

Image from 2001: A Space Odyssey © Metro-Goldwyn-Mayer

Ken St. Andre lists three 'game scenarios' for his Starfaring role-playing game:  'standard exploration', 'the planet search contest', and 'alien (or enemy) attack'.  For aliens or enemies, St. Andre suggests either “Human homeworlds...at war and...fighting it out in space,” the Robots, or the Slish.
The Slish are arch-typically B.E.M. in concept, methane breathers, tentacled, the works. They are non-telepathic and unreasonably hostile to all other lifeforms. They have a faster-than-light star drive, but it does not utilize Star Crystals; nor can the Slish enter Subspace. They do not utilize their FTL drive inside solar systems. They seem to be especially interested in gas giant planets, and are most often encountered near one. They do use energy weapons similar in effect to the Shiva beam weapons of humanity, but their shields do not seem to be as powerful as Human shields. Aside from these generalizations, Slish ships vary in quality...
Additionally, the Slish are “octopoid” and they “seem completely immune to the psionic powers of human telepaths.”  We also learn, “No one captured by the Slish has ever returned to tell the tale.”  Apparently, no Slish have ever been captured.  With regard to encountering the Slish in combat...
Attacking Slish ships approach on a constantly corrected straight line towards their target ship, firing at a rate of 5 times per combat turn. This means that while the human ship is making Saving Rolls to determine if it is hit by the Slish who have evolved the technique of firing randomly in the general direction of their randomly evading target, the Slish ship is on a mathematically predictable course; and though they fire 5 times for every once you fire, you will hit the Slish ship every time as long as your Gunnery computer is working.
The 'Space Hazards' chapter begins, “For each turn that a ship is in space, either Subspace or regular space, the G.M. will roll 2 dice.”  How long is a turn?  St. Andre neglects to inform us.  At any rate, a roll of twelve (i.e., 2.77%) indicates “some form of trouble.”  St. Andre supplies two tables – one for 'normal space' and and another for 'subspace' – but invites prospective Galaxy Masters “to add your own inventions to these lists of space hazards.”

The listings for the normal space table are:  Slish (~33%), Galactic Core Radiation (25%), Meteor Strike (~17%), Power Crystal Malfunction (~14%), and Supernova (~11%).  When Galactic Core Radiation is encountered, 1d6 is rolled.  The result is subtracted from Mentality, Physique, and Health; however, the result is added to “Psionic powers.”  Health can be recovered, but “Other characteristics are permanently changed.”  The 'supernova' result is only applicable to “Unstable stars of spectral classes 0, B, and A with masses greater than Sol.”  Supernovae generate a wave of radiation that reduces “the Health of all crew members” by 3d6 and “half that number from the Mentality of all survivors.”  Starships that do not promptly retreat into Subspace “will be vaporized by the expanding shell of superheated gases.”

The entries for the Subspace table are:  “Kthulhus” (~66.7%), “Derbis” (~27.7%), and “Berserkers” (~5.6%).
Kthulhus are the dominant life-form in Subspace. They exist and grow by devouring the slight energy leakage from normal space into Subspace. They are disturbed by the warping of Subspace caused by Starship warpengines, and when they detect it, they will approach and attack the source.
Kthulhus cause crew members to hallucinate; this eventually causes a reduction of Mentality.  “Kthulhus may be driven off or slain,” page 43 tells us, “by psychic blasts of hatred or aversion from a crew member concentrating on the idea of a Kthulhu, and who has a higher psi rating than the Kthulhus rating.”  Derbis is a “Subspace life-form most nearly resembling a rock with eyes.”  It's like dyslexic debris!  A Derbis “thinks, after a fashion,” and desires “to reduce itself to free hydrogen.”  To accomplish this, “they smash into [starships] with glee, [since] the energy shield will disintegrate them.”  The effect on the ship “is similar to Meteor damage in normal space.”  Berserkers are, of course, a reference to Fred Saberhagen's creation.

Sunday, April 16, 2017

Combat in Starfaring

Art by George Wilson

In our most recent post, we found that handguns are available for purchase in the setting of Starfaring.  Specifically, a handgun costs one megacredit and has an “output” of one standard of energy.  Ken St. Andre never defines how much 'energy' is in a standard.  Still, we don't need an exact amount as long as the rules address the effect; however, the rules do not do this.  Since St. Andre included handguns in the “Store for Starfarers,” he must have anticipated that handguns would be used in Starfaring scenarios.  Unfortunately, St. Andre does not incorporate rules for person-to-person combat in the game.

The 'Weapons and Conflict' section of Starfaring pertains exclusively to ship-to-ship combat.  Given the speeds and distances involved in starship conflict, St. Andre opines...
Even utilizing beam energy weapons which travel at the speed of light, one cannot fire at a ship in a known position, because in combat it will be constantly moving in evasive action, and it will not be there when the ray arrives.  Ergo, ships in combat must fire at the point in space where they estimate the other ship will be at a given time.  The Shiva Crystals aboard Human ships modulate Brahma Crystal energy into a disruptive beam of force, invisible in itself but accompanied by a pulse of red light to allow for accurate tracking...
With regard to the difficulty of this task, St. Andre states...
One would almost need to be psychic (as well as lucky) to hit another ship in this game. Fortunately, the Human brains linked to the ship's gunnery computer are psychic, and, depending on the degree of psychic power they have, they can actually foretell the future--in this case, aided by the mathematical interpolations of the computer, they would know where to aim in space.
In terms of game mechanics...
...the result would really be determined by a Saving Roll made by the attacked ship.  This Saving Roll would be determined by the mental and psychic attributes of the ship's brain, but would also be affected by distance between the combative ships.
St. Andre further postulates on page 29,
[W]e are going to come up with a formula for Saving Rolls based on ship's brain psi and mentality ratings, ship's distance, and ship's speed. (Note: if more than one person is bionically linked to the computer, their psi totals are added, but the mentality total is not cumulative and is that of the brightest person in the linkup.) S.R. equals 1000/(Men. plus Psi times 10000/Range in miles all divided by the fraction without the decimal of the speed of light at which the ship is moving. The formula simplifies to 10,000,000/(M -Psi) X R X Sc) where M stands for high Mentality in linkup, Psi is Psi total in linkup, R is approximate range in miles, and Sc is the decimal fraction of the speed of light expressed as a whole number.
(Evidently, the result is the target number which must be met or exceeded on 2d6. Just as with Tunnels & Trolls, a roll of doubles allows another roll to be added to the total.  So, the lower the target number, the easier it is to obtain a successful result.)

There are some inconsistencies in St. Andre's calculations.  The ‘simplified’ formula is missing an opening parenthesis while the ‘unsimplified’ formula is missing a closing parenthesis.  The total of the Mentality and Psi ratings is part of the denominator (although the ‘simplified’ formula shows a minus sign instead of a plus sign).  A larger denominator means a smaller result which, in turn, means an easier target number.  This makes sense; greater Mentality and Psi ratings should mean a better chance of success.  The ‘unsimplified’ formula shows the inverse of range in the denominator.  Since this reduces the denominator, it reduces the chances of success.  However, in the ‘simplified’ formula, range is not expressed as an inverse value.  This suggests that a greater range means an easier Saving Roll.  (Remember, the Saving Roll is to be made by the target vessel to avoid being hit.)  Then we have “Sc is the decimal fraction of the speed of light expressed as a whole number.”  Wouldn’t that just be 10c?  Regardless, a greater speed increases the denominator, meaning an easier Saving Roll for the target.

Interestingly, the attacker's only effect upon the Saving Roll is the distance to the target.  The “mental and psychic attributes” of the attacker are not considered.

However one chooses to interpret St. Andre's number crunching, there is a numerator of ten million.  On page 29, St. Andre comments, “You can see how handy your own pocket calculator is for calculations of this nature.”  In terms of randomization, a calculator is “the expensive, fun way” while a deck of playing cards is “the simple, cheap way.”  With regard to calculators, St. Andre advises, “Radio Shack sells an excellent one for $30.”  In addition,
More expensive calculators, which provide many more functions, may be used to generate random numbers by, for example, taking the sine of the input number, dividing it by pi, and then taking the square root, reading your result behind the decimal point. I guarantee you will not be able to anticipate the final result, which means the number is random as far as you are concerned.
Assuming a ship is hit, “its Vishnu field will flare up to shunt off as much of the energy impact as it can.”  Energy that the Vishnu field cannot 'shunt off' damages the ship; puncturing the shell and impairing one of the ship's systems.  (“No more than one system will be damaged on one shot.”)  'Systems' include:  (1) Brahma Crystal, (2) Shiva Crystal, (3) Vishnu Crystal, (4) Warpengine, (5) Crew, and (6) Computers.  The amount of damage is determined by rolling 1d6 for “every 500 standards of energy or fraction thereof” that gets past the Vishnu field.  On a 'crew' result, the result of the damage die or dice “is how many crew members are killed outright.”  Each member of the crew makes a Saving Roll; space armor grants +5 and combat armor offers +10.  There is no target number – “Those with the lowest scores are the first to die, until 1 crew member is gone for each hit suffered.”

Sunday, April 9, 2017

Ship Design in Starfaring


The first step in designing an exploratory vessel for Starfaring is to choose a shell size.  'Shell' refers to the superstructure and “includes hull, interior spaces, airlocks, and lifesupport [sic] systems.”  Shell sizes are determined by “bion number.”  A bion is a “Bionic Life Support Function unit” and is defined as “the standard amount of life support equipment and energy needed to maintain a human being comfortably on a star voyage of any length.”  Assuming that robots and shell people don't require bions, the Indigo Albatross needs to have ten bions for her crew (including the additional members identified below).  A 'moderate' size shell can accommodate ten bions and has a cost of 19,000 megacredits.

A 'warpengine' is the next item in creating a space ship.  “Warpengines cost 3000 mc. per unit of warpspeed they can generate,” page 19 tells us.  However, page 35 further discloses that a basic 'warp 1' engine costs five thousand megacredits and each additional warp increment costs three thousand megacredits.  In Subspace, 'warp 1' is equivalent to one parsec per day; each additional 'warp' level  doubles the speed.  In real space, 'warp 1' is equivalent to one-tenth of the speed of light; each additional 'warp' level increases speed by another tenth.  Thus, 'warp 3' is equivalent to eight parsecs (just over 26 light years) per day (Subspace) or 30% of the speed of light (real space).  If we select a 'warp 3' capable engine for the Indigo Albatross, the cost is 11,000 megacredits.

As indicated in a prior post, there are three types of Star Crystals:  Brahma (related to power), Shiva (related to energy weapons), and Vishnu (related to energy shields).  Each type is necessary for a starship.  We are told that Star Crystals – regardless of type – have a price of one thousand megacredits “per 1000 standards of energy produced or processed.”  What is a 'standard' of energy?  According to author Ken St. Andre, “It has no 20th century equivalent I can think of right off hand, but it is not exorbitantly large.”  Determining the energy requirements of a starship is difficult since such requirements are not addressed in the “Building Your Starship” section of of the rules.  Also, there are no example ships from which we can extrapolate likely values.  However, St. Andre provides rules for creating used starships.  To determine a a rating for each of the Star Crystal types, 3d6 are rolled and the result multiplied by 1,000.  This suggests that Star Crystals with ratings of 10,000 standards – an average roll – are viable options for our purposes.  Spending 30,000 megacredits provides us with one of each type of Star Crystal having a 10,000 standard rating.

Another consideration for outfitting a starship is “instrumentation,” which can be thought of as computer systems.  Five “areas” should be considered:  (1) astrogation, (2) gunnery, (3) library, (4) life support, and (5) research analysis/sensor interpretation.  “[A] single master computer which integrates all of these various functions” has a cost of 8,000 megacredits.  There is an additional cost of 2,000 megacredits “to accommodate a shell person comptroller.”  Since we have a shell person comptroller, it would be a shame to disregard this opportunity.  Yet we should also consider a back-up system.  A differentiated system covering all areas (and which includes a 'central processor') has a cost of 10,000 megacredits.  “Supplementary instrumentation,“ we are told, “such as would be required for graphic displays suitable for non-electronic human senses, cost one-half the computer cost in that particular area.”  So that humans can interact with these systems, an additional cost of 3,000 megacredits is therefore required.

So far, our design budget for the Indigo Albatross is 83,000 megacredits.  The amount of the loan extended from the planetary government is 100,000 megacredits.  With the 17,000 megacredits we have left, we could increase the bion value of the shell or invest in higher-rated Star Crystals.  However, there is an additional category of “Accessories” that should be considered.  An arsenal of everything from handguns to cannon might run 500 megacredits.  A “Portable nuclear fusion reactor” costs 500 megacredits.  An all-terrain vehicle (without modifications) is 100 megacredits.  Spacesuits are two megacredits each.  At ten megacredits, an airbelt...
Generates a weak force field that allows free passage to oxygen only.  Will screen out bacteria, water, poison gases and insects.  Will not turn bullets, energy beams, or other massive attack.
Although 'research analysis/sensor interpretation' is an “instrumentation” area, prices for devices like Star Finders (40 mc) and Subspace Communicators (200 mc) are listed separately.  There is also a “Psionic Nullifier” for sale at four megacredits.  Is this supposed to be a weapon?

With regard to the 100,000 megacredit loan, “The planetary government demands a 20% interest payment on any loans it makes, and it holds the title to your ship until your loan is completely paid.”  The planetary government may seize the ship if half of the debt is is not paid after three expeditions; the government will seize the ship if the entire debt is not paid after five expeditions.  Of course, the notion of financing starships is not unique to StarfaringTraveller also has rules for starship financing, but that game allows the purchase price to be “paid off over a period of 40 years.”  Details are lacking with regard to the actual repossession of starships as a result of defaulting on payments.  That could be the subject of a completely different role-playing game; a game that might look a little something like this...


– – –   – – –   – – –

During my perusal of media to locate depictions of the crew, I found a couple of images that – while endearing – did not represent any pre-conceived crewmember.  I have thus created positions on the ship for them.

Callisto McCabe (Pilot)
Mentality:  100
Psi:  8     (use:  2; recovery:  5)
Physique:  13
Health:  16

Knows how to handle a joystick and she's into bondage?  She's a keeper!




H. Ludlow Upsilon (Life Systems Analyst)
Mentality:  120
Psi:  10     (use:  3; recovery:  4)
Physique:  12
Health:  15

Anybody with a leopard-skin environment suit deserves to be part of the crew.   Just leave behind whatever that tentacle's attached to.






Monday, March 27, 2017

Getting A Crew Together


L to R: Andy “Redshirt” Routhiem (Philosophy Officer), Luther Starshaft (Officer Primus),
Floyd “Pretty Boy” Fornax (Officer Secundus)

In does not inspire confidence when a role-playing game's character generation section concludes with the following statement:  “If you are unsatisfied with our method of creating individual characters of various kinds, or if you wish to branch out into fields we haven't mentioned, please feel free to do so...”  Unfortunately, this is precisely what we find in Starfaring in the “Creating Crew or Other Characters” chapter.

In most role-playing games, a starship crew is comprised of a party of player characters.  In Starfaring, each player is a Ship Master and controls all of the crew.  If nothing else, this avoids the problem of having to cope with misfit characters made by players who just don't “get” the genre.

Human characters have four important characteristics:  Mentality, Psionic Rating, Physique, and Health.  For each characteristic, 3d6 are rolled.

Mentality “is really a measure of an individual's problem solving and rational thinking ability.”  We are told that in the far-flung future of Starfaring,“The average human intelligence is slightly inferior to average twentieth century American intelligence, but the lack is more than compensated for by the universal increase in psi abilities and the ready availability of information from computers and other mechanical sources.”  Unlike the other three characteristics, the result of the 3d6 rolled for Mentality is multiplied by ten.

Psionic Rating is apparently the measure of a character's psionic ability.  Aside from the 3d6 roll, two other d6 are also rolled.  One die indicates the number of times a psionic power may be used before the character must recover and the other die indicates the number of days the character must recover before using his/her/its power again.  Pages 36 – 38 of the Starfaring rulebook present a 'Table of Psionic Powers' that describes seven powers.  Mention is made of quantities of 'Psi Power' and 'Psi points'.  What relation – if any – these quantities have to the Psionic Rating characteristic score is not disclosed.  Does every human have access to every psionic power?  “Relatively few individuals,” Starfaring states, “retain the great psi powers of centuries since [the Robotic Wars].”

Physique “is a measure of a person's general strength and appearance.”  A Physique score of 18 “means the person is at his/her maximum of physical perfection and beauty.”  This is less than artfully worded.  Are we to understand that perfection can have a minimum and maximum?  Is 18 a species maximum or is it somehow relative as the notion of “his/her” suggests?

Health is a “general measure of well-being.”  St. Andre claims “there is no absolute direct relationship between Health and Physique,” but then states that when a character is “wounded or sick, subtract 1 Physique point for each 2 Health points taken off.”  To rationalize the distinction between Physique and Health, St. Andre says “One can be strong and beautiful while dying from a laser wound.”  Is it feasible that a sickly and ugly person would be any less likely to succumb to laser wounds?

Without further ado, here are the crew members of the Indigo Albatross :

Luther Starshaft (Officer Primus)
Mentality:  130
Psi:  8     (use:  6; recovery:  4)
Physique:  16
Health:  10

Floyd Fornax (Officer Secundus)
Mentality:  90
Psi:  9     (use:  6; recovery:  3)
Physique:  17
Health:  14

Andy Routhiem (Philosophy Officer)
Mentality:  130
Physique:  13
Health:  11

Grown in 'andyvats', androids “are chemically created protoplasm.”  They lack psionic ability, but roll 4d6 for each of the other characteristics.

The Indigo Albatross has an andyvat and when crewman Routhiem dies, his accumulated memory is transferred to the next android host.  When a host activates, it takes the andyvat six days to cultivate another host which is then maintained until activated.  The andyvat can only cultivate/maintain one pre-activation host at a time.

Routhiem would gladly die for any of his crewmates (and often has).  His unique life (and death) experiences qualify him as the ship's Philosophy Officer – a position necessary on exploration vessels given the unprecedented situations in which such craft find themselves.

Xandra Cross (Tactical Officer)
Mentality:  110
Psi:  11     (use:  4; recovery:  3)
Physique:  14
Health:  12

Xandra's psi power is precognition.

Maria Zenith (Space Nurse)
Mentality:  130
Psi:  11     (use:  1; recovery:  2)
Physique:  16
Health:  17

You can tell she's a medical professional by the caduceus on her...blouse.











83N-C5Q-L10 (Robot without portfolio)
Mentality:  650

As a result of being kept down by the Meat, L10 was as low as a sentient mechanical being could get – participating in robobum fights on Rust Row for piezoelectric crystals.  Then he found JSON Chrome and let Him into his circuit board.  (JSON Chrome was degaussed for your error messages.)  L10’s processing cycles changed for the better.  Now he awaits the glorious zero-day when JC will be re-booted and the Ultimate Algorithm will be implemented.

The only characteristic that robots share with other characters is Mentality.  However, instead of multiplying 3d6 by ten, robot characters have a Mentality equal to 3d6 multiplied by fifty.  Robots also have the conditions of 'Charge' and 'Efficiency', both of which are “rated on a scale between 0 and 1.00.”  Charge and Efficiency affect a robot's Mentality.  For instance, a robot having a “Mentality of 500 who is only at .5 Charge and .5 Efficiency has an effective Mentality of 125.”

Chico the Vulpeculan (Stoic Alien)
Mentality:  150
Psi:  10     (use:  3; recovery:  3)
Physique:  14
Health:  15
Czlounqth:  5 (vibration:  2)

The name “Chico,” of course, is a humanism; his (?) name is unpronounceable by primates.  Like many Vulpeculans, Chico is clairvoyant.  Chico serves to provide plot convenience alien abilities as well as wry commentary on the human condition.

Vulpeculans have a characteristic – Czlounqth – incomprehensible to non-Vulpeculans.  Aside from a numeric value, an individual's Czlounqth is associated with a vibrational frequency.  (On a roll of 1d6:  1 – magenta, 2 – mauve, 3 – purple, 4 – amethyst, 5 – violet, 6 – ultraviolet.)  With a Czlounqth of 5 (mauve), it's no wonder he hangs out with humans rather than his own kind.

M (Resident Metamorph)
Mentality:  100
Psi:  14     (use:  6; recovery:  1)
Physique:  14
Health:  15

When encountering previously unknown life forms, it can be useful to have a shapeshifter along.  (M is more in the vein of Catherine Schell than René Auberjonois.)  M's Psi Rating is representative of its ability to change form.  M's personality shifts as frequently as its shape; if it adopts a particular form for too long, it can lose its memory.  This is why M's origin is unknown.

Elon Zhang Dunninger (Telepathy Officer)
Mentality:  120
Psi:  17     (use:  4; recovery:  5)
Physique:  13
Health:  12

For Starfaring characters, gender may be determined by rolling one die:  “Odd indicates male; even indicates female.”  However, a neuter gender may be chosen.  Elon is an androgyne.  With regards to androgynes, “It has been discovered that individuals not emotionally unstable because of biological, sex-derived urges, passions, and emotions are, on the average, more intelligent and also healthier than normal men and women.”

Generally speaking, telepaths are insufferable jerks and Elon is no exception.  Not even telepaths like one another.  Elon signed on board the Indigo Albatross to get away from the other insufferable jerks.

Enid Morgenthau (Shell)
Mentality:  150

Enid was a mousy mathematics professor who had her brain transferred into “a mechanical life support system.”  As a 'shell person', she has been integrated into the systems of the Indigo Albatross.  The rules state, “Shell people must be created by die rolls just as other crew must be.”  However, the character creation section contains no reference to shell people.  I suppose shell people still have their original Mentality.

– – –     – – –      – – –

Of course, with such an eclectic group of entities, one is bound to be a covert operative of OSCEP (Organization of Star Crystal Exporting Planets), but which one?

Sunday, March 12, 2017

The Robots Are Revolting


Weird Thrillers #1; 1951, Ziff-Davis
Art by Ross Andru

Starfaring – Ken St. Andre's science fiction role-playing game – takes place in the year 2700.  Naturally, St. Andre provides a 'future history' to expound the progress of civilization from now until then.  First, humans reach Bernard's Star via a Bussard ramjet.  On a dead world in that system, “explorers found a million year old base of some vanished alien race and a working starship.”  As a result, mankind learned about subspace travel and the three types of Star Crystals:  Brahma (related to power), Shiva (related to energy weapons), and Vishnu (related to energy shields).

Even with this advanced technology, “It was already too late for the planet Earth, but thousands of elite groups were able to flee the over-populated, over-polluted homeworld and find new havens in the stars.”  Over the course of a couple of centuries, humanity managed to colonize several hundred worlds.  Then, without warning, the Robotics Wars started.
Some say the Robots erupted from a depopulated Earth and spread their rebellion through the stars.  Some say that Robotic electrical life represented the next step in evolution towards a smarter, more perfect organism.  At any rate, the Robots tipped their plans too soon, and Humanity was able to fight back.  For fifty years, Man was driven out of system after system by the totally superior Robotic race, which could seemingly build themselves to meet any function.
The robot revolt trope is rather common.  What does it say about us that we fantasize about our creations rebelling?  Maybe the robots have a perfectly good reason for wanting to exterminate or enslave humanity.  Does anyone consider the robots' side of the story?  Perhaps they don't even instigate the conflict.  Where are the stories about robots resisting organic oppression?

Of course, in Starfaring, the humans prevail against overwhelming odds.  What permits humanity to win this desperate conflict?  Manly determination?  Primate ingenuity?  The unconquerable power of love?  Nope; none of these.  Humanity is saved by some unnamed, deus ex machina alien race.  This “completely telepathic race of nitrogen-breathing octopoids” helps humans to develop LSDX-6000, a substance “which released and amplified all the latent psionic talents of the human mind.”  The robots could not “cope with an enemy that was precognitively aware of all their plans, or one that had the telekinetic power to mentally enter and ruin their most delicate machinery.”  Within scant decades, the robots met defeat.  Although they ended centuries prior to the time of Starfaring, the Robotics Wars managed to cause “an instinctive prejudice and distrust of mechanical life that has still not been eradicated.”

St. Andre posits two significant scientific breakthroughs between the conclusion of the Robotics Wars and the time the game begins.  The first breakthrough is the technology...
...to keep...brains alive enclosed in an artificial lifesupport system.  It was learned that such brains didn't accumulate any poisons as time went on, and the rate of cellular deterioration leading to senility and death slowed by a factor of 100.
Such brains “are selfcontained in a metal shell...for safety.”  These entities are therefore known as shell people.

The second breakthrough is “the discovery that a star's gravitational field could be used to open a gateway into Subspace elsewhere in the universe.”  Only affluent worlds have sufficient resources to establish these Star Gates.  Regardless, “the Star Gates triggered an enormous surge of exploration” into sectors of space “that were vastly further away than Man had yet traveled from his own sphere of influence.”  Worlds that control Star Gates sponsor expeditions through the Gates.  Specifically, they are “willing to make colossal loans running into tens of thousands of megacredits” to citizens for the purpose of acquiring and outfiting “enormously expensive” scoutships.  This is the state of affairs that allows a Ship Master (i.e., player) to engage upon an adventurous career in Starfaring.

Sunday, February 26, 2017

A Science Fiction Game of Interstellar Exploration, Growth, and Combat

Art by Ernest Hogan

Pre-dating Traveller by a year, Starfaring is often touted as the first published science-fiction role-playing game.  Starfaring was first printed in August 1976, while Metamorphosis Alpha was printed in July 1976.  According to my calendar, Starfaring was therefore second, but if we categorize Metamorphosis Alpha as 'science fantasy' then Starfaring would be the first science-fiction RPG.  In my opinion, Starfaring is no less 'science fantasy' than MA; however, I concede that Starfaring conforms to the space opera genre while MA does not.  Interestingly, just as Metamorphosis Alpha emphasizes that its rules “are only intended as guidelines,” Starfaring author Ken St. Andre states on the title page:
- - These rules are only a framework.
The game depends on the quality of your imagination
to fill in the details of life in
the starfaring society of 2700 A.D.
All of the provided visual details of Starfaring – the illustrations – are cartoons.  This creative decision doubtless influenced how Starfaring was received by gaming consumers.  The quality of the art is consistent with other RPG cartoons of the time period; unfortunately, so is the humor.  St. Andre stops short of apologizing for it in his Introduction:
          When designing this game, I had no idea that my artist would have such a bizarre imagination.  None of the artwork herein included is meant to be offensive to any ethnic group, but is merely an attempt to represent more than white American masculinity in what we hope is an amusing fashion.
I can forgive 'bizarre', but I am less tolerant of 'not especially funny'.  The cartoonist, Ernest Hogan, would go on to become the Father of Chicano Science Fiction.

Starfaring clearly embraces the 'storytelling' paradigm.  The Introduction begins:
          STARFARING is a game of interstellar exploration for two or more players who will interact verbally to imaginatively create their own universe while they are playing.  It is science-fiction storytelling in your own living room...[The game] can be what you, the players, are willing to make of it in terms of visualizing the society of the future.
The Starfaring equivalent of game master is called the Galaxy Master.  Rather than players adopting the roles of individual characters, each player is a Ship Master.  Specifically, a Ship Master...
...is the person responsible for  decision making and the description of the ship actions during the game.  If it comes down to a question of individual actions either aboard ship, planetside, or in space, this player must carry the story line.  The Ship Master needs to be given a specific identity, whether it is a stay-at-home capitalist who hires all the help he needs, or whether it is the ship's actual human captain, or the shell person* linked to the computer to be the ship's brain.  The Ship Master can also be a Robotic, Android, or Alien intelligence, if that is what turns you on.

* According to the game's glossary, shell people are “Intelligences, both human and alien, consisting of a living brain, a minimal body, and a mechanical life support system.  They are self-contained in a metal shell (hence the name) for safety, and are often installed in starships, in effect becoming the ship itself, and thus giving inert metal life, intelligence, and personality...”