Sunday, September 2, 2018

Character Generation and Improvement in Star Frontiers

Art by George Wilson

Characters in Star Frontiers have four pairs of abilities:  Strength/Stamina, Dexterity/Reaction Speed, Intuition/Logic, and Personality/Leadership.  In creating an SF character, 1d100 is rolled for each pair.  Results are checked on the Ability Score Table; scores range from 30 to 70 in increments of 5.  It's not quite a symmetrical bell curve distribution; there is a 10% chance of obtaining a score of 30, a 20% chance of a score of 45, and a 5% chance of 70.

Aside from humans, there are three races to which a player character may belong:  Vrusk (“insect-like creatures with 10 limbs”), Yazirian (“ape-like humanoids able to glide short distances using lateral membranes”), and Dralasite (“amorphous creatures that can control and even alter the shape of their bodies”).  Even in a fictional galaxy, racism rears its ugly head.  Sometimes, Yazarians are derisively referred to as “monkeys.”  Vrusk are sometimes called “bugs” and Dralasites, “blobs.”  The discrimination which Dralasites suffer is hinted at in the illustration below.

Art by Jim Holloway
Ability scores are modified based upon the character's race.  For the non-human races, positive modifiers are balanced out with negative modifiers.  (As an example, Yazirians receive +5 to Dexterity/Reaction Speed and Intuition/Logic; they also receive –10 to Strength/Stamina.)  Human characters receive a bonus of +5 to a single ability (not both abilities in a pair).

In 2004, Wizards of the Coast published d20 Future as a supplement for its d20 Modern System.  Included in d20 Future are details about a variety of settings, among which is Star Law, which is derived from Star Frontiers.  We must consider the d20 Future information to be apocryphal since it does not jibe with the original Star Frontiers rules.  For instance, d20 Future indicates that Yazirians have ability modifiers of +2 Dexterity, –2 Intelligence, and –2 Charisma.  This ignores the negative modifier to Strength/Stamina and contradicts the positive modifier to Intuition/Logic.  The 'comprehension' and 'lie detection' abilities of the Vrusk and Dralasites (respectively) are ignored in d20 Future.  However, both races gain the 'darkvision' ability.

The Expanded Game Rules permit a player to transfer up to ten points from one attribute to its paired attribute.  So, you can increase Stamina by reducing Strength.  If attributes are paired because they are closely associated, it makes little sense that one could be improved at the expense of the other.  It would be far more believable if points could be transferred between unrelated attributes; focusing on one attribute might well cause a dissimilar attribute to atrophy.  Since ten points can be transferred, there can be a twenty point difference between two paired attributes.  Given that the basic range of possible attribute scores is forty (70 – 30 = 40), this means the range of difference between two paired attributes can be as much as 50% of the extent of possible ability.  This belies the notion of paired, associated attributes.

Character aptitude in Star Frontiers (at least in the Expanded Game) is skill-based.  Although not technically a step in the character creation process, skill selection is an important individuating factor among characters.  There are three Primary Skill Areas:  Military (with seven skills), Technological (with three skills), and Biosocial (with three skills).  Thirteen skills may not seem like much, but some skills are broken out into subskills.  As an example, 'Environmental' is one of the Biosocial skills and consists of nine subskills:  Analyzing Samples, Analyzing Ecosystems, Finding Directions, Survival, Making Tools/Weapons, Tracking, Stealth, Concealment, and Naming.  (Incidentally, the 'Naming' subskill gives naming rights to a character “when he discovers a new plant, animal, mountain range, etc.”).  Subskills have a “Success Rate” equal to a base percentage plus 10% for each skill level.  “At the start of the game,” the rules states, “each character must choose one Primary Skill Area as his career.”  Each starting character gets two skills at level one; at least one of the skills must be from the character's PSA.

The last step in creating a character per the Basic Game Rules is to name the character.  “If your character is an alien,” the rules suggest, “try to give it an alien-sounding name.”  Cultivated from various sources, here are examples of personal names for members of the three playable alien races.  For Yazirians, example names include Yalua, Manetoe, Geeko-sur-Mang, Bakchu, Eusyl, Viyizzi, Yoe, and Thu-Ju Kip.  Among Dralasite names, there are Dartha, Grod, Konchinho, Dromond, Diracman, and Drosophage.  (Eater of flies?)  Vrusk individuals have been named Gdtlask Gltak, Yttl, Itklikdil, C'hting, Dazzell, Maximillian Malagigg, Vuzzie'vaz, and – regrettably – Krakker Jakk.

The last step in generating an Expanded Game character is to determine the amount of starting Credits.  (A Basic Game character receives ten credits and a “Standard Equipment Pack.”)  Apparently, naming a character under the Expanded Game Rules is taken for granted.  Anyway, each character is entitled to a number of Credits equal to 250 added to the result of 1d100.  “The character can spend this money immediately on equipment,” we are told, “or save some of it until later in the game.”  A good flashlight has a cost of 5 Cr.  Depending upon the page consulted, a Standard Equipment Pack can cost either 150 Cr or 250 Cr.

“A character learns things and improves himself through his experience on adventures,” we are told.  Presumably, females – as well as hermaphroditic entities like Dralasites – are also capable of improvement.  Referees should award player characters “3 to 7 [experience points] each during an average evening of play.”  Each experience point (XP) spent on an ability increases the score by one (to a maximum score of 100).  Purchasing a new skill at level one has a cost of 6 XP (Military), 8 XP (Technological), or 10 XP (Biosocial).  Attaining higher levels of a skill has an ever increasing cost.  Reaching the highest level (sixth) of a Military skill would cost 126 XP.  The same level of a Technological skill would cost 168 XP and a Biosocial skill, 210 XP.  Costs are halved for skills within a character's Primary Skill Area.

Sunday, August 26, 2018

Join The Galactic Task Force...Or The Galactic Legions


With Dungeons & Dragons, TSR started and fomented the fantasy role-playing game phenomenon and during the early years of the hobby, it was the pre-eminent RPG publisher.  It was only natural that TSR would leverage its status to promote a science fiction / space adventure role-playing game.  TSR released its effort, Star Frontiers, in the summer of 1982.  After 1985, TSR published no more Star Frontiers supplements.  Granted, the game still has its fans, but its published lifespan was only 3½ years.  This is not a long-term success considering the amount of support TSR could employ (if only in terms of marketing and distribution).

William A. Barton (who would – among other accomplishments – co-author GURPS Space) wrote a review in The Space Gamer #60 wherein we learn the original name of Star Frontiers was to be Alien Worlds.  A hint of this is captured in the game's subtitle, “Exciting Adventure on Alien Worlds.”

Lawrence Schick in his Heroic Worlds states, “In 1982 TSR waded into the pool with Star Frontiers, a game that had unfortunately been crippled in development by too much committee design.”  Schick was one of the original designers (along with David “Zeb” Cook), so his insight is cogent.  Schick continues, “The systems were originally designed for players aged 14 and up, then heavily redesigned (without play-testing) for younger players, resulting in some very muddled rules.”  (Star Frontiers was marketed as a game for “ages 10 and up.”)  Schick does not list Star Frontiers among Heroic Worlds' Top Five Science Fiction: Space Adventure Systems recommendations.

Dragon #65 includes an article (“Blastoff!”) that offers a first look at Star Frontiers :
The STAR FRONTIERS™ game project was ambitious from the start. The problems that appear when designing three complete and detailed alien cultures, a huge frontier area, futuristic equipment and weapons, and the game rules that make all these elements work together, were impossible to predict and not easy to overcome. But the difficulties were resolved, and the result is a game that lets players enter a truly wide-open space society and explore, wander, fight, trade, or adventure through it in the best science-fiction tradition.
Article author Steve Winter was also credited as the editor of Star Frontiers and he provides more detail about the game's development:
          Design work on the game started in the summer of 1979.  Dave Cook and Lawrence Schick, full-time designers for TSR Hobbies, were assigned to the project.  Their goal was to create a wide-open science fiction role-playing game with a solid scientific base.  TSR wanted a game that would satisfy fans of hardcore science fiction, and still be easy to play.  Dave and Lawrence started by designing a character-generation system and simple rules for movement and combat.  Then they started playtesting, adding and revising.
          The game grew and changed for two years, until it was finally submitted for review in the summer of 1981.  During those two years, TSR Hobbies grew tremendously.  The company had discovered that its games appealed to a much broader audience than wargamers and fantasy fans alone.  D&D® and AD&D™ games, for instance, were selling to people who had never played a wargame or a role-playing game before.  In order to tap this huge market, TSR decided to restructure the STAR FRONTIERS game so it would appeal to people who had never seen this type of game.
          This decision meant most of the game needed to be rewritten and reorganized so persons with no gaming experience could buy it, take it home and play it without learning a lot of rules.  The number and types of dice in the game were changed, the maps and counters were added, and many realistic but complex rules were sacrificed for playability.  In general, there was an overall softening of the game’s “hard core.”
Additionally...
          In order to meet the game’s scheduled release date, this revision work was split up among different members of TSR’s product development staff.   The project was completed in time for its scheduled release at the GEN CON® XV game convention.
Making Star Frontiers an introductory game and crafting it for a younger audience was a sensible if not necessary choice; splitting up revision development and foregoing playtesting, less so.

Winter claims, “The rule book includes detailed guidelines for creating adventures, alien planets and the plants, animals, and intelligent creatures that live on them.”  However, this is not entirely true; no rules for creating alien planets were included.  Zeb Cook would eventually provide planet creation rules in the final issue of Arēs (Spring 1984).  Also missing from the initial set are “rules for spaceship design [and] combat.”  Winter admits that these things are a “very important aspect of science fiction.”  However, according to Winter, “We didn’t want to insert a weak set of starship rules, or raise the price of the first set by increasing the size of the rule book.”  This is eminently reasonable.  An in-game rationale is that “most starships in the Frontier are owned by large corporations, planetary governments or starship travel companies.”  Therefore, player characters will not own starships.  (A separate set of starship rules, Knight Hawks, was published in 1983.)

The setting of Star Frontiers is “a region of space called the Frontier Sector.”  (Perhaps the game should have been titled Star Frontier.)  According to the basic game rules, this sector is...“Near the center of a great spiral galaxy, where suns are much closer together than Earth's sun and its neighbors.”  According to Winter, the volume of the frontier is “1,500 cubic light-years [and] contains 38 star systems.”  Although Winter says “cubic,” the map of the frontier is 34 light years × 44 light years, which is 1,496 square light years.  The distances among the various populated systems (i.e., the “established travel routes”) suggest they are all on the same plane.  Therefore, the setting is effectively outer space in two dimensions.  Did TSR think that three dimensional space would be too difficult to represent for their target demographic?  This 'simplicity' of space is one of the problems I had with the setting.

Players could choose among four races for their characters, including “a Human race...not identical to the Humans of Earth, but they were not very different, either.”  Basic D&D allowed for four player character races, so a variety of four races for Star Frontiers is tenable.  Fortunately, the non-human races are neither anthropomorphic animals nor humans with merely cosmetic differences.  They are alien, but sufficiently compatible with one another.  Separate from the player races, the Sathar are “an evil race of worm-like aliens” about which very little is known.  We are told they “should be NPCs only.”  Yet, on the Racial Reaction Modifiers table, Sathar are listed as a player character race.

Given that the player races have fought a war against the Sathar in the Frontier, it seems unlikely that the United Planetary Federation would have left any systems in the sector unexplored.  However, Winter says, “Only 17 of [the 38] systems have been explored and colonized when the game starts.”  This is another of the problems I had with the setting.

It is unclear if the home systems of the player races are represented on the Frontier map.  I assumed as much because (1) each race exclusively controls at least one system near the edge of the map and (2) no “established travel routes”  are indicated that would lead to systems off of the map.  Assuming that the home systems are along the edges of the map, why would the races engage in exploration only toward one another and not in an omni-directional fashion?  This is yet another of my concerns.

“With the frontier as its background,” Winter tells us, “the action in a STAR FRONTIERS game focuses on exploring new worlds, discovering alien secrets or unearthing ancient cultures.”  Contrary to Winter's notion of “a truly wide-open space society,” the setting of Star Frontiers is constrained compared to the vast environments to be found in competing products like Traveller and Space Opera.  This is another deficiency of the game.

Instead of having an abbreviated frontier, perhaps interstellar travel could have been accomplished via star-gates linking systems to one another.  In this way, the physical position and proximity of star systems would be irrelevant, only relative positions within the star-gate 'network' would matter.  No star maps would be required and the extent of 'known space' could be limited or expanded as needed for any given campaign.

Sunday, August 19, 2018

Dragons of Underearth

Art by Denis Loubet

The Fantasy Trip Kickstarter is in its final days.  For those of you who don't know, The Fantasy Trip is...well, let's let designer Steve Jackson (US) explain (from Heroic Worlds):
          The Fantasy Trip, or TFT for short, came into being in 1977, when I designed Melee for Metagaming.  Melee was intended to be a (relatively) realistic, but super-quick game, useable either as a combat system for fantasy RPGs or as a stand-alone game.  It used only two statistics: Strength and Dexterity.  Combats were quick and bloody, until you got about a dozen on each side; then they became slow and bloody.  But it was a simple and very playable system.
          While Melee was being designed, I toyed with a few spells, but did not include them in the final version.  However, by popular demand, they grew into a companion game, WizardWizard was actually the same game with one more stat (IQ) thrown in and magic rules instead of weapon combat.  Therefore, the two packages were totally compatible; a wizard could fight with, or against, a warrior.  These were the game's two “character classes.”
          Melee/Wizard became quite popular, due both to simplicity and to the very low cost (originally $2.95 for Melee, $3.95 for Wizard).  There was a great deal of demand for the “complete” role-playing system.  And, in 1979, after entirely too much time and work, The Fantasy Trip was released.
After TFT was published, Steve Jackson separated from Metagaming.  Jackson went on to establish his own game company.  Metagaming retained the rights to TFT, but Jackson further developed the concepts of TFT in forming the basis for GURPS.  Metagaming went out of business and TFT went out-of-print.  Now, however, Jackson has obtained the rights and is running the aforementioned Kickstarter campaign.

Metagaming published Dragons of Underearth before it closed its doors.  Dragons of Underearth is...well, let's let designer Keith Gross explain (from Interplay #8):
...DRAGONS OF UNDEREARTH has basically the same content as THE FANTASY TRIP in its full ITL [In the Labyrinth], ADVANCED MELEE & ADVANCED WIZARD form; the rules cover essentially all of the same subjects.  However, DRAGONS OF UNDEREARTH is much shorter (about 20 small pages) and much easier to learn and faster-playing.  It is slightly less realistic and leaves out some of the more esoteric weapons, spells, etc.  It does not have all the colorful descriptions and background information that ITL, ADVANCED MELEE, and ADVANCED WIZARD do, but many gamers do not need this.
The front of the box makes the declaration, “Compact Rules For Fantasy Role-Playing.”  The back of the box indicates:
DRAGONS OF UNDEREARTH gives you danger and glory in a complete, fantasy role-playing game where you are the hero.  UNDEREARTH simplifies play, giving you more time for action and surprise.  Included are character creation, magic, monsters and combat (introductory, intermediate & advanced versions for easy learning).  And, you don't need a game master or special dice.
Please note the claim of being “a complete, fantasy role-playing game.”  (The game also refers to itself as “a complete character role-playing system.”)  Yet, neither did Lawrence Schick include it in his Heroic Worlds, nor was it listed in The Adventurer's Handbook.  Perhaps Dragons of Underearth was considered too derivative of The Fantasy Trip.  However, the notion of publishing basic and advanced versions of the same game is hardly novel.

Keith Gross planned something called Conquerors of Underearth as a TFT adventure that would have “Adventurers entering a Goblin fortress and encountering organized military units, and as such often involves 10-20 or more fighters in a battle.” Given the number of participants, a battle in Conquerors could be “very slow and complicated.”  Gross fashioned a simpler version of TFT to make Conquerors more playable.  This simpler version became Dragons of Underearth, a distinct product.  Ironically, Conquerors of Underearth was never published.

Like TFT, players create characters in Dragons of Underearth by allocating points among three attributes:  Strength, Dexterity, and IQ.  Like TFT, IQ establishes how many talents a character may have and the variety of talents from which to choose.  Like TFT, talents such as Animal Handler, Physicker, and Theologian are listed.  Unlike TFT, only combat related talents are explained in Dragons of Underearth.  According to section 6.2, “Other talents are fully explained in the Magic Item Creation section of this module or in CONQUERORS OF UNDEREARTH.”  Also, per section 5.2, “Non-Combat spells are described in CONQUERORS OF UNDEREARTH™.”

If your product lists talents and spells, acknowledges that the talents and spells need description, and refers the reader to a separate product for those descriptions, your product fails to be “complete.”  If that separate product won't ever exist, insult is added to injury.  Ultimately, Dragons of Underearth only incorporates rules that relate to combat.

So, when can we consider a role-playing game to be complete?  Is The Future King complete?  That game does not allow for creation of original characters and there is only one adventure.  While Heroic Worlds does not mention Dragons of Underearth, it does list The Future King as a role-playing game.  Of course,  Heroic Worlds includes solo gamebooks as RPGs.

The rules for Dragons of Underearth are divided into two modules:  Character Generation (©1981) and Combat (©1982).  In addition to the obvious, the Character Generation module includes tables for armor, weapons, and monsters/beasts; rules for experience; and rules for creating original (combat) scenarios.  The Combat module has three tiers of rules:  introductory, intermediate, and advanced.  The introductory sections cover the basics (appropriately enough).  The intermediate sections bring into play ranged combat and (optionally) poison, creatures, and bare-handed attacks.  The advanced sections discuss spells and magic items.  Each tier has three scenarios incorporating the rules from their respective tiers (to facilitate learning).

The third advanced scenario is called 'Battle of the Chasm' in which two forces are positioned on either side of “a two-megahex wide pit.”  Only a narrow bridge crosses the chasm.  The 'Dark Power' force consists of six orc “swordsmen,” four orc archers, two trolls, and a greater demon.  Included among the 'Fellowship' force are two human fighters, a dwarf fighter, an elven archer, a wizard, and four halflings (one of which has a “Ring of Invisibility”).  This makes for an interesting situation; someone should write a book where this is a pivotal scene.  For dramatic tension, maybe the dwarf – no, one of the humans – wants the ring for himself.  Maybe the other human is really a prince or something.  Of course, no one wants to read about a Fellowship; that's too hokey.  They should be called the League of Murderhoboes or the Brotherhood of Death Dealers.

Why 'Dragons' of Underearth?  One dragon is featured in an intermediate scenario.  Perhaps someone at Metagaming hoped that the word 'Dragons' in the title would imply a likeness with Dungeons & Dragons.  Perhaps Metagaming had sitting around some Loubet art featuring a dragon.



Sunday, August 12, 2018

High Times on Hathor III (spoilers)

Art by Steve Crompton

In 1983, Fantasy Games Unlimited published Casino Galactica for use with Space Opera.  It is credited to “STEVEN B. TODD of Gnome Mountain Workshops.”  The title page explains that “Todd is in the process of forming a new publishing company called Gnome Mountain Workshops for the purpose of publishing Space Opera support material under license.”  Originally, Casino Galactica was supposed to be a Gnome Mountain Workshops publication; however, with regard to Todd, “the idea of having [FGU] publish one of his adventures to make the public aware of his style prompted Steve to change the nature of this submission to allow [FGU] to publish it.”  The reader is told to “Watch for other products by Steve from his own Gnome Mountain Workshops in the future.”  Alas, Casino Galactica is Todd's only RPG credit and no output from Gnome Mountain Workshops was forthcoming.

The Introduction refers to Casino Galactica as a “campaign pack” and “an adventure background” as opposed to “an adventure per se.”  The cover makes the claim:  “Adventure Setting & Scenarios.”  However it wants to refer to itself, Casino Galatica has twenty pages.  The Introduction is on page two and only one-quarter of a page of text appears on the last page.  Considering this – and given the amount of white space present on the other pages – Casino Galactica provides eighteen pages of material.  About six of pages consist of maps and the keys thereto.

'Casino Galactica' is the collective name for a posh resort situated in “the mountainous outback of Arcturus [IV].”  It was established “only a half-dozen years ago by an off-worlder named Cosmo Filroy, who had a lot of money and off-world financial backing.”  Filroy's “background is sketchy” and “he is involved in all sorts of legal and semi-legal activities.”

Approximately five pages – a significant portion of the book – are devoted to describing non-player characters associated with the casino.  Some are detailed fulsomely with an illustration, characteristics, skill ratings, and one or more paragraphs of information.  Some personalities are only supplied with characteristics and skill ratings.  Some entities are merely named; for instance, the security personnel encounter table lists eighteen people whose distinguishing features are left to the StarMaster.
Remember that all duties are by weekly rotation.  Do not put Mary Pale on garage beat one day and at Detention check the next, and someplace else the day after.  Be logical.
An 'act list for the lounge' is provided, indicating such worthies as Johnny Asteroid (comedian) and Tara McClendon (stripper).  Also described – in detail – are notable guests, such as Professor Fielding Price (depicted below), “the leading researcher in the field of temporal physics.”

Naturally, the casino offers gambling opportunities, including sports betting.  Grav-Ball, a game published by FASA the previous year, “is all the rage.”  Casino Galactica encourages the reader to purchase a copy of the game noting, “Besides being useful in this packet, it's a fun game, and simple.”  The local franchise, the Arcturus Blue Scourge, is party owned by Cosmo Filroy.  The team's schedule for the season (with the odds for each game) is listed on page 14.  The StarMaster is advised:
To give the season more flavor, throw in some sports flashes about the other teams, and how well they are doing.  Give the players something to think about, but don't try to steal them blind. Be very careful not to mislead them too much. Remember, they would, in reality, have stats and past histories on hand to check.  They would not be as much in the dark as they're going to be in the game.
Also at the casino is an experimental machine called the Subliminal Imagery Device that “introduces fantasy-oriented images into the mind of the sleeping subject, and makes he or she believe that they are experiencing some fantastic adventure or quest, in a pre-created world, but one which is influenced by the subject's own subconscious images.”  The cost of using the device is one thousand credits per day, “though a one month package is available for CR 25,000.”  How the subjects receive sustenance is not explained.  While the machine “is 99% safe...there have been no fatalities, but one person refused to come back to this world, the other was so real.”  The experimental nature of the S.I.D. is not disclosed to the public.  We read that:
The device has several pre-programmed adventure worlds, all fantasy oriented.  For playing out these 'adventures' use of any of several of the excellent FRP's available on the market is recommended.
So, you can role-play a character who is role-playing in turn – using a different game's rules.

The resort offers various other recreational pursuits, including skiing, shopping, hunting (local as well as imported animals), and two golf courses:  “a traditional Terran golf course and another more 'alien' built on the edge of a deep chasm.”  The alien course “is the utmost in challenges, and utilizes robotic caddies and air-sled carts.”  We are assured that, “So far the only casualties have been balls.”

The section of the book dedicated to scenarios is about 1⅓ pages, including illustrations.  However, the scenario descriptions build upon the background provided in the NPC details, especially with regard to how the NPCs relate to one another.  There are five scenarios presented and six Other Ideas.  (“Just expand on them a little, and presto! Adventures.”)

Birkett H. Crandall, the casino manager, “is a typical gangland hoodlum type.”  His illicit activities extend to “gunrunning, drug manufacture and marketing, corporate spying - even slavery.”  Crandall is involved with “drug growing and smuggling activities” on the planet Hathor III.  In one scenario, Paul LaClerc, assistant manager of the club and undercover IPA detective, hires the player characters “to bring back photographic evidence” of Crandall's felonious deeds on that planet.  Another scenario has Crandall blackmailing the United Federation of Planets with evidence that it was responsible for a political assassination.  The Bureau of State Security hires the PCs to retrieve the disk with this evidence.  In yet another scenario, the player characters work for Crandall to obtain “some experimental drugs that were confiscated by the authorities.” 

Jeff Bezos...in space!
Art by Steve Crompton