Showing posts with label star trek. Show all posts
Showing posts with label star trek. Show all posts

Tuesday, January 19, 2021

Tolkienian Science Fantasy - Replacing the PC Species

Recently, Trey of From the Sorcerer's Skull proposed a worldbuilding concept that interested me. How would it change the game to replace the species available to the player characters?

Trey first proposed imaging a fantasy setting without elves, dwarves, or hobbits, but featuring the species from TSR's Star Frontiers setting - the insect-like Vrusk, amoeba-like Dralasite, and flying-monkey-like Yazirians.

Later, he suggested a pulp scifi campaign using the same species, set entirely within the Solar System. (Trey has a bit of a cottage industry reimagining interstellar scifi as 1930s-style pulp confined to just our one star system. In addition to the Solar Frontiers I just mentioned, he's briefly written about Solar Wars, and he has a whole series of posts about Solar Trek.)
  
  
Elf Replacements - Vulcan, Talosian, Minbari
 
I want to build on his original suggestion though, and try some worldbuilding that stays relatively close to D&D's world, populated with Tolkien's heroes and monsters, just with, you know, different heroes, and different monsters.

We know that constraint encourages creativity, and I think that's especially true of worldbuilding. By limiting yourself to a small number of component parts, you can create a compact, thematic setting that's uniquely your own. Look at the 10 Monster Setting, or the 7 Class Setting, or the New New Crobuzon Challenge - they're all worldbuilding prompts that encourage you to select a small number of components and use them as the basis for a fantasy world.
 
If your handful of seedlings are particularly weird, so will be the garden that grows from them. The downside of that is that you can end up with a setting that's so weird that it doesn't really make sense to other people, and maybe not even to yourself. And obviously, actually running a campaign like this requires securing enough player buy-in beforehand, since their options for possible characters are radically restricted compared to a more open setting.

(Alternately, if you wanted, you could spend your Session Zero letting each player pick out their bespoke species and occupation combo, and then working together to imagine what sort of world it must be if those particular sorts of characters are a totally typical, run-of-the-mill adventuring team.)
  
  
Dwarf Replacements - Klingon, Narn, Rigelian
  
A variation on this kind of prompt would be to try to make your own "French Vanilla" setting. By that, I mean a setting that mostly draws on the tropes of vanilla fantasy, but is specific enough to be uniquely your own, the kind of thing Trey writes about here. And as both Trey and Jack from Tales of the Grotesque & Dungeonesque have argued, vanilla fantasy is, almost by definition, something that is understood by almost all potential players, something that essentially generates its own buy-in because its expectations are so clear. Done well, french vanilla might give you the best of both worlds - enough familiarity to form a solid basis for a shared fantasy gameworld, but enough difference to make something that's personal and interesting.

(I had some success with this in a campaign where I offered my players a handful of classes - human fighters, thieves, and wizards, plus "venturers" who are basically adventuring capitalists, or like, white collar thieves; elven druids and "courtiers", another variety of legit thieves; and dwarven roboticists and tomb robbers, who are, you know, basically more thieves. My players seemed content with the assortment, and I felt like I had established a strong sense of what sort of people go adventuring in that setting.)

What I've called the "Non-Core" is one source for a french vanilla setting. The non-core is made up the kinds of ideas that don't usually make it into the core rules of most fantasy games, but do usually appear in the first batch of expanded content. 
 
Imagine the sort of setting you end up with if you replace elves, dwarves, and hobbits with drow, duergar, and svirfneblin? Instantly you have a darker and spookier campaign setting, and one will make extensive use of the Underdark as a location. 
 
Or what if you used only the species that got added when OD&D expanded to become AD&D? What if you had only half-elves, half-orcs, and gnomes? Unlike the "good fey" of a straight Tolkienian game, this settings imply that humans deal with the Unseelie Court as often as the Seelie, and that full-blooded elves are, in their own way, as monstrous as orcs, and both are ineligible as player characters.

Restrict yourself to just "new school" creature types like tieflings, dragonborn, and goblins, and while Old School players might grumble about the loss of elves, the younger generation of Critical Role and Adventure Zone fans might not even notice the restriction - or if they did, they might be more upset by the loss of aasimar and genasi than of hobbits and dwarves.

In a variation on Trey's initial idea to use the species from Star Frontiers, you could also borrow the playable species from TSR's Alternity game - the psychic Fraal, cybernetic Mechalus, bat-like Sesheyan, fringed lizard Tsa, and bestial Weren. 

(One advantage of using totally alien species like these is that it lets you get away from an effect you sometimes see with the standard demi-humans, where each represents a different extreme, with humans like Goldilocks in the middle, defined by our flexibility and moderation. I suspect but I don't know, that Tolkien intended his elves to seem French and his dwarves German, one overly artistic and cultural and the other too industrial and militaristic compared to the "just right" modern middle-class British hobbits and medieval British humans. Though for all I know, old JRR could have been taking potshots at the Irish and Scottish, or maybe I'm imagining chauvinism where none exists. In other people's writing, I think I sometimes see elves, dwarves, and hobbits as representing feminine, masculine, and childlike qualities. This is fine if you want it, though it always contains some embedded assumptions about what humans are "supposed" to be like, which others might find objectionable. Scifi species potentially give you the chance to make humans just one species among several, rather than the center of Creation.)
  
  
Hobbit Replacements - Ferengi, Orion, Centauri
 
But suppose for now that we want to stick fairly closely to the Tolkienian archetypes, but use alien species to create a kind of science fantasy french vanilla. Still unquestionably D&D, still built on familiar tropes, but with enough a difference to make this campaign feel special. For each species being replaced, I have a suggestion from regular Star Trek, from Babylon 5, and from the original Star Trek pilot episode "The Cage".
 

Elf Replacements - The alternate elves I've chosen here all reflect a vision of elves as "human, but better". I could write a whole post - and who knows, maybe sometime I will - about how fundamentally weird it seems to me that there's a widespread belief reflected in science fiction, everything from pre-Golden Age pulp stories to Star Wars and The Matrix suggesting that human perfection, whether it comes on a species level through evolution or individually through enlightenment, looks like an emotionless ascetic in a monochrome outfit, living in a harsh environment, spending all their time meditating for mental discipline and learning to fight real good.

Vulcans - The Vulcan homeworld is a harsh desert with habitation concentrated around the few oases. Both as individuals and a society, they used to be very passionate and emotionally-driven. At some point in their past, they adopted en masse a philosophy of logic, asceticism, and emotional self-control. The lawful Vulcans have a counterpart in the chaotic Romulans - who are the same biological species, but a different society, one that split off from the other Vulcans before the adopted their new philosophy (or perhaps as a rejection of it?) Vulcans famously have the the abilities to perform a Nerve Pinch that can stun most humanoids, and a Mind Meld that allows them to share thoughts and memories.

Minbari - Minbari society is divided into three castes - warriors, workers, and religious. They value honor and tradition, formal rituals and baroque decorations. Their society is the oldest of the current age, and they have the closest relationship with the Vorlons, the last remaining elder civilization of the previous age. They grow buildings out of crystal, and their ships incorporate biotechnology. Their warriors are skilled martial artists, while their religious caste can use crystal-based technology to produce almost magical effects.

Talosians - The remaining Talosians are the last survivors of a once great civilization. Their physical bodies are weak and somewhat frail, but their enlarged brains possess incredible psychic powers. They speak only telepathically, and routinely project illusions to disguise themselves and their allies. Talosians can read thoughts and project physical pain, but their powers can't penetrate really powerful emotions, such as rage.

I would represent Vulcans and Minbari with D&D's Monk class, which is a good match for their fighting style. I would probably pick the Cleric as a second option. Spells like Command, ESP, and Hold Person are pretty good representations of their abilities. Talosians should probably be Bards and Wizards, perhaps with an emphasis on illusions and enchantments to match their powers.
 
 
Dwarf Replacements - Although we might think of dwarves as being miners, or engineers, the replacements I've chosen all kind of tap into the "proud warrior race" archetype. Really, scifi has an embarrassment of riches for this particular trope, so you have plenty to choose from that aren't listed here. Your only limitation is probably your willingness to use a species that's been portrayed as an antagonist for your player characters, since these guys are rarely the heroes in fiction.

Klingons - The Klingons are a very proud society. They prioritize personal honor and the glory won in battle and they inflict harsh corporeal punishment for all crimes and moral transgressions, especially cowardice and other forms of perceived weakness. They consider a death during combat to be the only acceptable way to die. Klingons have distinctive ridged foreheads and fight with a two-handed, multi-pointed sword called the bat'leth.

Narn - The Narn have a reptilian appearance, hairless and mottled with spots. Although once a peaceful society, they were conquered by the Centauri and their planet occupied until they could drive the invaders out. They are now militaristic and intent on both protecting themselves and getting revenge on their enemies.

Rigelians - Okay, so technically these guys, the inhabitants of Rigel 7, are called Kalar, while it's the inhabitants of Rigel 5 who get the honor of being called Rigelians, but it's clearly the better name, and could be applied to anyone from that star system. They are notably taller than other humanoids, and prefer to fight with spear and shield. While Klingons and Narn routinely wear metal armor, Rigelian's wear thick layers of leather and fur.

All three of these species should probably receive a Fighter option, although they have different fighting styles - Klingons prefer two-handed weapons, Narn daggers, and Rigelians fight with one-handed weapons and shields, and are the only species here who wouldn't use guns. Although most Klingons vocally support honorable conflict, their ships use invisibility cloaks, they surgically alter spies to pass as human, and occasionally use poison and suicide bombs to achieve victory, even at the expense of honor. Their second option should probably be Assassin, or its equivalent. The Narn are shown to be pretty religious, so their second option should be Paladins or Clerics, even though in the show, it's a big deal that they're one of the only species to not have indigenous telepaths. Rigelians are clearly also Barbarians.
 
 
Hobbit replacements - The symbolic role of hobbits is a bit unclear to me. As I said above, I think Tolkien wrote them as being essentially like modern humans, contrasted against the old-fashioned humans of Rohan and Gondor. In most D&D settings, they don't seem to have a culture that's any different from human society, with the exception of Eberron, where they have their own little Dinotopia. For my replacements here, I've chosen species that are cast as sort of "dark mirrors" of humanity, reflecting our worst qualities back at us. Instead of modern middle-class homeowners, I've chosen capitalists, gangsters and slavers, and colonizers.

Ferengi - The Ferengi are mercantile capitalists. They don't particularly make anything, but they make money as middlemen, buying low and selling high. Their whole society is structured around commerce; their Rules of Acquisition are practically a sacred text, and their currency, gold-pressed latinum, is more-or-less the currency of universal interchange. Their leader is simply whichever Ferengi has the most money at any given time. The Ferengi have very prominent large ears, and they're immune to telepathy. Ferengi society classifies women as property, owned by their fathers and later by their husbands; by law and custom, their rights are severely restricted.

Centauri - The Centauri are a society past their prime. They once had an expansive empire, but most of their former colonies have since won independence. The hierarchy of their society is based on proximity to the hereditary emperor; status in the royal court is the primary determinant of social position. Centauri culture and fashion are still very much frozen as they were at the height of their power; anything new is almost automatically worse. Their taste is ornate and baroque. Centauri look very much like humans, although their women shave their heads bald, and their men grow fan-like crests of hair, the taller the better.

Orions - The Orion people have carved out a niche for themselves as dealers in illegal merchandise. While the Ferengi sometimes dabble in legal vice - such as gambling and holographic prostitution - Orions deal almost exclusively in contraband and outlawed services. Orion slavers kidnap members of their own species, and others, to sell into forced labor. Orion pirates raid ships and seize their goods. Orion gangsters make loans, collect debts, deal illegal drugs, and sell stolen goods they received from the pirates.

All three of these species should obviously receive Rogue as one of their class options. After that, I'm a little bit torn. Ferengi and Centauri would both probably alike another roguish archetype, but more along the lines of a Merchant or a Noble, though most rulesets don't treat those as playable classes. Bard might be a fair representation of their more flamboyant and charismatic members? As for the Orions, I think they could use a Fighter type to act as enforcers for some of their more violent crimes.

Friday, October 25, 2019

Campaign Setup - The Price

The Star Trek: The Next Generation episode "The Price" would make a pretty good set-up for a campaign. I feel confident saying that because apparently the makers of Star Trek thought so too. This episode is a microcosm of the set-up that became the entire series Star Trek: Deep Space Nine, and a single unanswered question left lingering at the end of the episode is enough to launch a second entire series in Star Trek: Voyager.

In terms of ideas that have generative power, "The Price" might be the most fecund forty-five minutes of television ever put on the air.
 
 
 
You might not realize it if you watch the episode, because it appears to be all about a love triangle between Riker, Troi, and a boyfriend-of-the-week character named Ral. Ral is a freelance negotiator, and like Troi, he has empathic abilities that let him sense other people's emotions, and also like Troi, he uses his abilities to do better at his job. The character story here is all about Riker proving to himself that he can do Troi's new boyfriend's job better than he can, and Troi proving to herself that she uses her psychic powers more ethically than Ral does, and also kind of about Riker and Troi reaffirming that even though they're not dating right now, they still like each other better than either of them likes anyone else.

So that's whatever, but it's these negotiations, and what they're all negotiating for that are campaign gold. Because at it's heart, what you have here is a great prize that is controlled by a weak faction, three stronger factions competing to win an alliance with the weaklings and control of the prize, and the weak faction themselves trying to maintain some semblance of autonomy in the face of the others' territorial ambitions.

And just like in Tales of the Grotesque and Dungeoneque's recent post about using Dune as a campaign set-up, "The Price" presents a situation that you could reskin to match whatever campaign aesthetic you favor.


So the key elements of this set-up are:
 
 
The great prize - A location of great power to whoever controls it. In "The Price" it's the Barzan Wormhole, an unstable gateway to the far side of the galaxy. In Deep Space Nine, it's the Bajoran Wormhole, which is a stable gateway to the far side of the galaxy.

The prize can be anything valuable enough to be worth fighting over, and too tied to it's location to be feasibly relocated, so it could be an oasis, or an oil well, or the sole planetary source of Spice. Although I will note that if you want planar travel in your campaign, the precedent is already there.
 
 
 
The weak faction - The people indigenous to the place where the great prize is located. Notably, when I say that they're weak, I mean that they're too weak to militarily defend the prize from anyone who wants to take it by force, and too weak to economically exploit the prize for their own benefit. So they're in the market for a benefactor. It's sort of a shotgun marriage though, because they have to choose one of the stronger factions, because they'll invaded if they don't pick, and would probably be decimated if the stronger factions fought a war with each other over control of the prize.

In "The Price" the weak faction is the Barzans, an alien-of-the-week faction we've never heard of before and will never hear of again. In Deep Space Nine, it's the Bajorans, who we actually have heard of before, and who, you know, stick around for the entire series. The Bajorans are a pretty religious people. They have a theocratic government, believe in the importance of revelation and personal experiences with the divine, they oppose secular education and other non-religious public institutions, and oh yeah, their key representative on the show, "our hero," is a former terrorist who loves to tell stories about her "good old days" of waging terror. (The show plays a bit differently today than it did back before September 2001, is what I'm saying.)

Anyway, your weak faction can be deferential or defiant, but what's important is that they seemingly cannot hold onto the great prize without picking one of the stronger factions as an ally. They aren't exactly the protagonists of either show, but this faction wouldn't be a bad choice for your player characters to belong to. They're the belle of the ball, they have their pick of the litter, and who knows, maybe they can figure out a way to refuse all three suitors, or arrange shared custody, or find some other way to subvert the restrictions of the scenario to achieve a better outcome for their faction.
 
 

The distant empire - One of the strong factions, arguably the strongest of the three, but the great prize is at the very edge of their territory, and they're stretched a bit thin out here. So while they might win hands down closer to home, here they're forced to compete on much more even footing. The distance involved might be one of the only reasons why the weak faction isn't already a part of the empire, in fact. They represent the promise of civilization and the threat of assimilation. If the weak faction picks this ally, they'll be welcomed into the local pinnacle of culture and refinement, but at the potential cost of being forced to give up their cultural distinctiveness.

In both "The Price" and Deep Space Nine, this role is played by The Federation, who are the protagonists and "good guys" of both series. You could follow that lead and assign your player characters to this role. If your players take on the part of any of the stronger factions, the campaign becomes a mission to perform tasks that will impress the weak faction, and do espionage to subvert the other two strong factions. Part of me feels like the weak faction deserves to be given the agentic role in the campaign, but there might be more for your players to do if they're the ones wooing rather than the ones being wooed.

A key creative task here is to decide on some kind of incompatibility between the empire and the weak faction. Because they're the strongest, because they come bearing all the wonders and comforts of civilization, because they're offering equal-status membership alongside the other nations in their union, this faction seems to be making an offer that there's no good reason to refuse. So you need to make sure there is a good reason. In "The Price" it's not really clear, we've never met the Barzans before, and their ambassador just seems kind of wishy-washy. In Deep Space Nine, the Bajorans are religious where the Federation is secular, they worship "Prophets" that the Feds see as "wormhole aliens," and they just recently managed to kick out the previous occupying conqueror (via the aforementioned campaign of terror), which makes independence seem much more attractive than membership. In your campaign, the weaker faction might not want to give up their gods or their language, they might believe in different economic  or political arrangements, they might have different perspectives on gender or sexuality, or they might be a society of fish-people unsure about joining an empire of land-dwelling mammal-peoples. Or maybe they're more like the Roman Empire and "membership" isn't going to be on anything like equal standing. Whatever works for you.
 
 
 
The merchants - A second strong faction, they have a plan to use the prize to make money, and they're willing to cut the weak faction in for a small slice of the pie if they're granted control. Both the other two strong factions mostly seem to want to prevent each other from getting ahold of the prize, the empire might have some noble-sounding but probably-slow-moving plans to use it for the betterment of all humanity, but only the merchants really have a plan to really do something with the prize, and that something is going to make everyone involved very quickly very rich.

In "The Price" and Deep Space Nine, the Ferengi take on the role of the merchants. In "The Price" they aren't chosen pretty much just because they're the "bad guys" of the episode. In Deep Space Nine, they actually do get the chance to launch trading expeditions through the wormhole, and make a lot of money for themselves and the Bajorans when they do so, although later there are consequences.

The merchants offer the most economic benefit for the prize, but otherwise occupy a kind of middle-ground between the empire and the conquerors. They don't want a political union at all, just a contract that apparently maintains the weak faction's sovereignty and autonomy. Like the empire, they're offering a kind of equality, although they also inspire a kind of queasy feeling that things won't really be as equal as you're being promised. There's a sense that, like the conquerors, they're going to move in an make themselves at home. The real threat of the merchants is the threat of unrestrained capitalism, and all the ills that can accompany it - pollution and environmental destruction, the landscape is changed beyond recognition, foreign workers who speak a new language and practice new customs, foreign soldiers who commit crimes and behave as though they're above your laws, entertainments that you consider "vice" spring up to service the outsiders and some of your people get a taste for them, an influx of cash transforms your society by rewarding some of your people while impoverishing others, a simple increase in population and traffic turns your town into a city, you can't go "home" because that no longer exists.
 
 

The conquerors - The final strong faction. In "The Price" this part is played by the Chrysalians, another alien-of-the-week we've never seen before and will never see again. The Chrysalians are a bit of a cypher. We know they hired Troi's boyfriend-of-the-week to negotiate for them ... aaand that's about it. In Deep Space Nine, we get the Cardassians, a species of fascist reptile-people whose government appears to be modeled after 1984. They previously occupied Bajor and subjugated the Bajoran people, but never did much of anything with the prize while they held it. The threat of retaliation by the other two strong factions is the only thing preventing them from trying to reinvade.

Because of the major differences between the Chrysalians and the Cardassians, there's no single strong precedent for this faction, although since I named them "the conquerors" you can guess which model I recommend. I will say though, that I think this set-up will work better if they have a reputation for being conquerors elsewhere, but haven't actually the former occupying army who used to have their boots pressed against the weak faction's neck. There's not really much temptation to make an alliance with the conquerors if they previously conquered you - although it does pile on the pressure to ally with one of the other two.

The Chrysalian option makes this faction kind of a wildcard. Their promise and peril could be pretty much anything you want. If you do model them after the Cardasians, I would say that their promise is protection. They have a strong military and will use it to defend you. No one else is going to be allowed to hurt you anymore. The peril is that these people are unrepentant autocrats and their government is a tyranny. Before the ink is even dry on your agreement, you won't be allowed to say anything critical of the conquerors, and if you ever feel like the deal has been altered, you'd better pray they don't alter it further. While the empire and the merchants are both likely to seem a bit libertine compared to the weak faction, the conqueror's laws are going to be more restrictive, and probably something the weak faction enjoys is going to be made illegal. The conquerors also don't really want to use the great prize, they just want to have it, and to make sure no else has it.
 
 
 
That's the main set-up, and as I said, it should work with whatever genre reskin you wanted to put over it. The campaign starts with the courtship with all the counter-espionage and corporate intrigue between strong factions you desire, in due course, the weak faction makes the decision and picks a partner. How they choose probably ultimately depends on what they want - do they want culture? do they want money? do they want to be powerful, or to feel protected by someone powerful? This alliance will be tested, and might endure, or it might fail, leading to a new alliance. The losing factions might attempt to seize the prize directly. And of course, the happy couple will want to use the prize to accomplish a goal.

You could also add a few extra complications if you wanted. The space station Deep Space Nine becomes the fortress. It turns out that to control the great prize, you really need to control the fortress. Long-term, holding the fort requires being on friendly terms with the natives of the weak faction, but short-term anything is possible. The Klingons could serve as the mercenary army. They're ostensibly allied with the empire, but a new warlord might give up fighting for pay and start fighting for conquest and/or the joy of fighting. They have a decent shot to capture the fortress no matter who's holding it, and the opportunity to recapture it might tip the balance of power. The Romulans could serve as the royal spies. A highly trained group of infiltrators and saboteurs, they're on friendly terms with the conquerors, but as with the mercenaries, their loyalties could shift.

And finally, there's my favorite faction, and a key reason to make the great prize a portal to somewhere - the people from the other side. These could be djinn- and ifriti-people who live at the bottom of the oasis, archaean natives of the deep hot biosphere at the bottom of the oil well, or my personal favorite, extra-planar entities from the other dimension the portal links to. Because the wonderful thing about making the prize a portal is that you get to go to the other side and see what's over there. It also means that the people from the other side can come to you, which is also exciting. In Deep Space Nine the people from the other side start out as just another faction, and eventually grow into an unstoppable army who seem impossible to defeat. They don't have to be that way in your campaign though. They just have to be interesting enough make the possibility of planar travel seem tempting rather than forbidding.
 
 
 
Planar travel, incidentally, is the answer to that lingering question, I mentioned in the very beginning, when I said that "The Price" also inspired Star Trek: Voyager. The Federation and the Ferengi both send crewed shuttlecrafts through the Barzan Wormhole to the far side of the galaxy. The far end of the wormhole turns out to be unstable, and the Feds barely make it back through in time. The Ferengi miss their chance, and are forced to try getting home the long way, a trip that will take 70 years at top speed. "What if a Federation crew got trapped by a one-way wormhole?" is the question that becomes Voyager.

I started thinking about campaign set-ups after reading Tales of the Grotesque and Dungeonesque's post about a faction-heavy set-up. Jack's two most recent publications, The Liberation of Wormwood and Dirge of Urazya are also campaign set-ups. Evlyn at Le Chaudron Chromatique has also written quite a few of these. Because what occurred to me is that a campaign set-up is different from a campaign setting. It's the same way that character motivations are different from character occupations.

A campaign setting is a world where adventures can take place. It's a lot of fun to imagine what those worlds might be like. But there's something missing when all you have is a campaign setting, and that missing piece will leave you saying "it's a nice place to visit, but I don't know what you'd do there." A campaign setting, by itself, is not enough. You don't just need characters, and a world, you need characters who have a place in the world and a goal that sends them out into it. Without that, all you have is a travel guide. The same setting, incidentally, can probably host many different campaigns, which are made different by their differing set-ups.