2300AD character starship

Still thinking about the starship that the characters in my possibly-never-to-happen campaign will have.

The broad outlines are fine – I want an oldish survey vessel; decommissioned from the Royal Navy and being used by the Royal Society for xenology and survey purposes.

The original concept wasn’t quite working because of the habitat modules and the need to have two landers – I think it would be very dangerous to only have a single lander to access unknown worlds, but the hangarage for two was taking up too much of the ship.  Having two spin modules forced an inconvenient split in accommodation and working space which was very unergonomic.

There was also an issue with quarantine – watching lots of SG-1 reinforced my belief that any ground crew would need to be segregated on return for several days or weeks in case they infected the entire rest of the ship – so there needed to be a whole quarantine area, which is more space.

Plus there seemed to be a need to duplicate laboratory space in the main ship, but also in modules that could be landed on the surface, which then led to modular shuttles and lots of interface trips, which are very fuel intensive in 2300AD.

The design of the new Marseilles class liner gave me a great idea.  Rather than having a lander ferrying people to the surface, put all the scientists, laboratories and ATVs in two large interface landers, each massing 100 tons displacement and capable of interface travel.  In orbit these then dock at the ends of two arms via a top clamp, forming the spin modules for the scientists to live in and conduct research in orbit.  These then detach and land on the surface, where they are used as ground stations.  And when they return, they are self contained quarantine zones as well.

So the stats for the Explorer class landers are:

Hull: 100 dT streamline airframe self-sealing hull

0.5 MW New Commercial MHD power-plant with 100% radiators

0.01 MW closed loop recycling Fuel Cell backup power-plant, with Solar Panels

Air-breathing fusion thrusters, max acceleration 2G, max speed 2,000 km/h

344 m3 fuel

2 man cockpit

6 full size staterooms

4 laboratories

56 m3 of cargo hold

bay for a standard 15 dT Explorer class ATV

 

World of Xoth

Thinking of setting a new ‘swords and sorcery’ campaign for David and Adrian in the World of Xoth.

I like to visualise my campaign worlds to help create atmosphere, and in this case, like most S&S campaign worlds, the nations have fairly clear historical analogues (which I used to think was lazy, but I now realise is really useful to help players relate to the campaign world if they don’t have time to immerse themselves in the background).

In this case, I might get half a dozen 25mm wargaming figures for each nation and paint them up, to give a view of what the average soldier is wearing and to use as guardsmen and city watch.

So the nations in the World of Xoth, and their analogues (for me) are:

Mazania – black amazons – find some nude amazon warriors

Azimba –

Shoma –

Ikuna – zulus (Wargames Factory do some plastic zulus)

Zadj – Persia – sassanid persians – always wanted to paint a few of them.

Yar-Ammon – egyptians

Jairan – Arabs

Khazistan – turkish ghilmen

Susrah – Seleucids?

Taraam – Assyrians?

Nabastis – Myceneans or classical greeks

Lamu – pale men in long robes? Slavs?

Sea Reavers – arab pirates/Sinbad

Messing around in stutterspace

Having done the Chinese arm, my next effort has been to try and do a new map of the French arm based on Constantine’s updated near star list.  However I found I was running into problems because I was relying on a variety of websites to tell me the distances between stars, and sometimes they contradicted each other, or sometimes they just didn’t have the stars that I was interested in (but that Constantine was showing as being within 7.7 ly).  Now the simple solution would have been to have used Astrosynthesis like he does, but I have a very old Mac Mini at home, and it is a PC piece of software, so that was out.  And anyway, I didn’t want all of the features of Astrosynthesis, just something that would tell me the distance between two coordinates, which is Pythagoras.  So I decided that the simplest thing would be to knock up a quick script (not my first thought though – that was to do it in Excel, which is possible, but produces a matrix that is very sparsely populated, and very difficult to read).  Normally I would script something in php, but a friend had been extolling the virtues of Python, so I decided to use it as an opportunity to learn some basic Python as well.

The input is designed to be a simple csv file of star coordinates, names and characteristics.  The output, in this version, is a text file and html file, listing each star in alphabetical order, with the distances to all the stars that are within 7.7 ly.

The python script is:

import math
from operator import itemgetter

def main(filepath):
 star_data = []
 nav_data = []
 import_position_data(filepath, star_data)
 calculate_distances(star_data, nav_data)
 write_output_file(nav_data)
 write_html_file(nav_data)

def import_position_data(filepath, star_data):
 input_f = open(filepath, 'r')
 for line in input_f:
  line_data = line.split(',')
  star_data.append(line_data)
 input_f.close()

def calculate_distances(star_data, nav_data):
 for star_a in star_data:
  this_nav_data = star_a
  for star_b in star_data:
   if star_a[2] != star_b[2]:
    distance = math.sqrt(
    (float(star_a[3]) - float(star_b[3]))**2
    +(float(star_a[4]) - float(star_b[4]))**2
    +(float(star_a[5]) - float(star_b[5]))**2)
    if distance <= 7.7:
     this_route_data = [star_b[2], distance, star_b[3], star_b[4], star_b[5]] 
     this_nav_data.append(this_route_data)
     del this_route_data
   nav_data.append(this_nav_data)
   del this_nav_data

def write_output_file(nav_data):
 # sort into Star name order
 sorted_nav_data = sorted(nav_data, key=itemgetter(2))
 output_f = open("star_distances.txt", 'w')
 for star in sorted_nav_data:
  output_f.write('=' * 40 + '\n')
  output_f.write(star[2] + '\n')
  output_f.write('-' * 20 + '\n')
  output_f.write(star[9] + '\n')
  output_f.write('X coordinate: ' + star[3] + '\n')
  output_f.write('Y coordinate: ' + star[4] + '\n')
  output_f.write('Z coordinate: ' + star[5] + '\n')
  distance_from_sol = math.sqrt(
  (float(star[3]))**2
  +(float(star[4]))**2
  +(float(star[5]))**2)
  output_f.write('Distance from Sol: ' + str(distance_from_sol)[0:4] + ' ly\n')
  output_f.write('\n') 
  output_f.write('Neighbours\n')
  for neighbour in star[12:]: 
   output_f.write(neighbour[0] + " at " + str(neighbour[1])[0:4] + "ly\n")
  output_f.write('\n')
  del distance_from_sol
 output_f.close()

def write_html_file(nav_data):
 # sort into Star name order
 sorted_nav_data = sorted(nav_data, key=itemgetter(2))
 output_f = open("star_distances.html", 'w')
 output_f.write('<html><head></head><body>\n')
 for star in sorted_nav_data:
  output_f.write('<h2>' + star[2] + '</h2>\n')
  output_f.write('<p>Type: ' + star[9] + '</p>\n')
  output_f.write('<p>X coordinate: ' + star[3] + '</p>\n')
  output_f.write('<p>Y coordinate: ' + star[4] + '</p>\n')
  output_f.write('<p>Z coordinate: ' + star[5] + '</p>\n')
  distance_from_sol = math.sqrt(
  (float(star[3]))**2
  +(float(star[4]))**2
  +(float(star[5]))**2)
  output_f.write('<p>Distance from Sol: ' + str(distance_from_sol)[0:4] + ' ly</p>\n')
  output_f.write('</br>\n')
  output_f.write('<p>Neighbours:</p>\n')
  for neighbour in star[12:]:
   output_f.write('<p>' + neighbour[0] + " at " + str(neighbour[1])[0:4] + "ly</p>\n")
  output_f.write('</br>\n')
  del distance_from_sol
 output_f.write('</body></html>\n')
 output_f.close()

if __name__ == '__main__':
 import sys
 if len(sys.argv) > 1:
  main(sys.argv[1])
 else:
  main('Raw Star Data.csv')

Formatting isn’t great but you get the idea…

The one problem with this… One of the many problems with this, is that the txt file it produces is about 600 pages long if I do it for stars with 100 ly of Sol.  Which is a wonderful academic astronomical resource, but not as useful as a practical 2300AD astrogation resource.  So we need to trim out the stars that we can’t possibly reach using a 7.7 ly stutterwarp.  First step is to remove all the stars which have no other star within 7.7 ly, because they are obviously inaccessible.  Next and more difficult step is to trim out the stars that have no route to Sol, which is more difficult and computationally intensive, but it occurs to me that if I start near Sol, and store the routes as I find them, then all I need to do is find a connection to a star that is already on a route and I know that it must connect to Sol.

2300AD – The Chinese Arm

2300AD is a role playing game that I have admired from afar for a very long time, and have finally persuaded some friends to play (with me GMing).

A key part of a good SF RPG is the background – futuristic enough to be fun but close to now and limited enough to have texture, and avoid the genericism that plagued Traveller (when you have seen one A988786 planet, you have seen them all).

2300AD is wonderfully limited and ‘hard’ and a key part of this is the realistic near-star list, the only problem being that the list of stars near to Earth has dramatically changed since the ’70s.  My trawling of the intertubes has however discovered a wonderful website by a chap who refers to himself as the Evil Dr Ganymede, and this includes a wonderfully scientific updating of the near-star list, which also involves moving a bunch of the colonies in the rules around, because the stars they were round have moved in the intervening period.

I’m going to use his list rather than the canon one, because the accuracy appeals to me.  I had decided to start my players in the Chinese Arm, because the Ebers appeal to me, and because the French Arm is a bit over-used.  So the first step for me has been to take the maps on his Chinese Arm page and hand-draw my own ‘tourist’ map for the arm, showing the pertinent features that the players need to know in tube map style.  So here it is:

Tourist Map of the Chinese Arm for 2300AD
Tourist Map of the Chinese Arm for 2300AD

Extension tubes

I spotted a set of Nikon extension tubes in Chiswick Camera Centre on Saturday for £29 so I snapped them up as they are something that I have been looking for for a while as a cheap alternative to a proper macro lens. Here’s the first photo with them, from this morning:

This is a close up of a figure that I put a photo of up in a previous post – at the time that was the best reproduction ratio I could get. This was done using my 35mm f2.0 AF-D on my D80 with the PK-12 and PK-13 tubes together. Because the D80 doesn’t have the old external coupling the camera can’t read the aperture that is set (and I have to use one of the proper non-G lens because that way I can still set the aperture manually) so I have to go fully manual, and the metering doesn’t work either because there are no electrical contacts, but its easy to just take photos in digital and look to see what the exposure is like. There is the internal coupling though so I can at least focus without the aperture stopped down.

All in all, very satisfactory – certainly that is close enough so see the paint job brush stroke by brush stroke.

The new combat system…

…as used this evening. And when I say new, I mean stolen from Pendragon.

This is to avoid the problem with high-skill Runequest where combat is just a series of successfully parried attacks. Realistic, in that two highly trained swordsmen will keep fencing with each other, but tedious because it is only resolved as fatigue starts reducing skill levels.

So instead the Pendragon system. Here the aim is to roll under your skill, but more than your opponent. So there is an advantage in having a higher skill than your opponent because it gives you more headroom – the range of numbers where you are succeeding and your opponent can’t because it is more than his skill, so if he rolls higher than you he fails.

Obviously a 01-05 can’t be a critical in this system so instead your skill is, and the numbers immediately below it. So if you have a skill of 43, 42 and 43 will be a critical. 01 – 41 will be a success, but if you roll 36 and your opponent with a parry skill of 55 rolls 44, he has parried your sucessful attack.

More Magic

Although these are actually earlier thoughts about how a magic system should work.

Combat systems in RPG are normally well honed, based on actual experience, and allow a number of rounds of sparring and gradual degredation of the enemy. In systems like RuneQuest, you have the opportunity to parry, and you can decide how much armour to wear in a trade-off between skill levels (modified by encumbrance) and protection.

Magic systems on the other hand tend to be much simpler (caveat here – I haven’t bought a new RPG in 20 years so they have probably moved on). What I am looking for is the tussle of power between two opponents as they strive overcome each other’s power. The touchstone is the scene in the Lord of the Rings (the book stupid, not the film) where Gandalf is trying to seal the door from the chamber of Marzabul (sp). To misquote – ‘…the counter spell was terrible and in the end the door was destroyed, along with part of the chamber…’.

This is what I want – the ability to start casting a spell, for the target to realise it and start casting a counter-spell, the for the original caster to increase the power and so on. As part of this there needs to be a separation between the amount of raw power that a caster has access to and their ability to control it, so there is the temptation to use more power and suffer the backlash. The use of magic should be instrinsically dangerous, especially with powerful spells.

It should also have some sort of moral hazard, because it normally does in fantasy literature. And this I think should be tied into how you obtain power. Magical power should be ubiquitous, but low density. An individual caster should have enough power to light a match. To cast powerful spells you need to concentrate power, and half of the magic system should be ways of doing this. At the moment, a number of schemes spring to mind:

1. Cast for a very long time – ritual magic, hours or days of chanting, requiring endurance rolls, as the power builds and builds.

2. Have many people casting – the metaconcerts of the Many Coloured Land or the ur-vile wedges of The Chronicles of Thomas Covenant. The interesting question here is whether the ultimate caster can handle it all.

3. Divine power – all the catsre does is open the gate and lets the power from the other side stream thorugh. If the source is not beneficent though who knows what else may come through.

4. Black magic – tap into the power of a thousand human sacrifices. This is the fast route to power, and therefore gives the players an essential moral dilemma and the chance for the NPC baddie to circumvent all the irritating PC restrictions.

Social Magic in RPG

I have had a long running issue with the power of magic in D&Desque role-playing games. They allow too much power without any corresponding responsibility – no society could possibly survive in such a situation. It would only take one disaffected 20th level magician to destroy 1000 years of progress.

Runequest had a more realistic system, where powerful magic was utterly embedded in the system, so you had to be part of the social structure in order to gain access to it. The problem was that it lacked the pzzazz of the D&D system.

What I am looking for is something in the middle, and today’s idea is this. Many systems have the idea that metal or encumbrance interfere with magic, to reinforce the standard trope of the unarmoured mage.

What would happen if people interfered with magic as well. The more intelligence there is in the area, the more difficult it is to cast spells. You need to open yourself up to the flow of power to cast spells and people make that more difficult.

The advantage of this is that you can still cast the powerful fireball down a dungeon where no one is around, but you can’t cast it so easily in a village and it is very, very difficult in a great metropolis. A self-levelling system? I think I need to think through the ramifications of it, but it could be a nice little idea.

Story 1, Chapter 1 (Draft) – repost

Reposted as I inadventently deleted it.

Like all stories this story starts with a city, an incredible city. Alzahar, rising from the rocky wastes, animpossible mountain of jumbled dwellings and houses, as baked yellow and brown as the wastes themselves, a thousand years of habitation piled on top of each other, inconceivable in this waterless land. Trade routes from far off lands converged upon this point and the city lived for the bellow of camels, the aroma of heavy spices and the flow of gold from hand to hand. As the weary traveller approached across the rock shards of the wastes, the secret of Alzahar became visible, the great rift, hidden from distant sight, that carved through the wastes and out into the sand sea, where the waters of the Gualf emerged from their underground course and cut a great gorge through the soft sandstone of the wastes. Here, a thousand feet below the wastes, were gardens and fields of plump dates, rushes and birds nesting in the caves that lined the cliffs. And at the head of it all, at the point where the stygian river emerged into the harsh glare, straddling the head of the gorge was the great city itself, hewn from the dust-coloured stone on which it sat, rising like a cancerous tumour from the rock itself. Alzahar, the very heart of the world.

The arrival of a caravan from across the wastes was not an event of import in the life of Alzahar. It required a few officials to bestir themselves in order to inspect the burdens the camels carried, assess and log the contents, fill out forms and register the travellers. It bestirred the crowd of beggars and children and crowded round the newly-arrived offering services that they needed after weeks in the desert; a room, a bath, food, companionship, a beautiful girl, or several. To the seasoned traveller these were annoyances, they had favourite haunts, long term companions, places they knew were clean in every sense. To the first time traveller, they could be deadly, leading to a blind alley in the furthest reaches of the city and a quick end.

This morning’s caravan was no different to any other, arriving in the early hours before the midday sun started to beat down mercilessly. It came from over the Bathan hills and from the far off port of Arcolan, on the Inner Sea, part of the Empire. It brought goods that only the Empire could provide, cheap but well made swords and spear-heads, beautifully decorated pattery in the latest styles, salt. Amongst the travellers however was one who was new to Alzahar, white skinned after the fashion of the Sealanders. The crowd by the gate marked him, the desert traveller attire badly worn, by one not used to it, but also the outline of a sword visible under the long robe, the hilt occasionally visible as he moved.

Formalities past, he hefted a small bundle over his shoulder and after a few brief words and directions from the caravan leader strode off, taking the central road out of the irregular market place by the west gate. The caravan would take the large road that ran south along the city wall, towards the rich merchants quarter, but the central road he took led upwards, twisting and turning past the blank fronts of ancient buildings, into the very heart of the city. Alzahar had not been built on a hill, but war, local feuds and the passage of ages had crumbled many of the oldest builsings of the city to rubble and future generations, had just built upon the wreckage that they couldn’t salvage. As a result the centre of the city had risen gradually higher and higher and the few truly ancient buildings that still stood now opened to the street on what had been their third or fourth floor, everything below relegated to unlit basements. The city stood not so much on a hill as on a termites nest, riddled with long abandoned cellars, rooms and tunnels, home to vermin and those who preferred to conduct their business in the dark.

The buildings towered overhead, cutting out the bright sun and keeping the street cooler than expected. The street wound onwards, past doorways barred with great metal bound doors of wood so ancient, desicated and worm eaten that they looked as if a single blow would shatter them. A small gaggle of children and youths followed, eager to see where the stranger was headed, if he knew him himself. At each turning he stopped, considered and then took the higher road, or at least the road that seemed initially to lead higher, until at last he emerged again into the light, in an irregular and empty square at the top of the city. Opposite him stood a large building, its great gate, large than any other seen so far, flanked by a pair of stone towers. Above the gate was a stone arcade or loggia, a balcony facing the square below.

Crossing the square the stranger banged on the gate, the noised echoing around the square and hollowly within. Nothing stirred, save an old beggar on the corner of one of the other streets that led into the square, who sidled slowly over, hobbling and hawking as he came.

“No-one there” he said, “no-one there long time” he continued in a strange argot of local Sidelhian and the Rhamonian of the Inner Sea.

“But this is the palace of the king?” asked the stranger, in a different version of the same argot.

“Once, once was, no king here now.”

“Where is he then?”

“I take you, maybe, it is good for me, maybe” the beggar suggested.

“Yes, the king. I will give you money if you take me to the king.”

The beggar turned and shuffled off across the square towards yet another narrow street. The stranger stayed standing in front of the palace. Turning, the beggar gesticulated widlly at him – “Come, come, here, this way”.

Making his mind up the stranger bent down to straighten his boot and then strode across the square, catching the hobbling beggar in a few short strides. The beggar hobbled into the narrow street and then took a side alley that descended a sharp set of stairs, which he negotiated with difficulty. He then entered a maze of smaller streets in the north end of the city. The stranger was no innocent and he recognised that this was a dangerous situation. His senses searched the area aroudn for possible threats and his unease was rewarded when suddenly in a narrow alleyway, there was a scuffle of feet, and two other men burst out from a side alley. The stranger’s reactions were cat-like. He turned and his left hand shot out, the dagger concealed in the palm flying across the intervening gap and hitting one of his assailants in the face. He continued turning, drawing his sword as he went. The straight blade flashed out in a wide circle and decapitated the beggar as it went, his head spinning off into the corner and the knife falling clattering from his hand. The sudden moment of silence was broken by a shout from the ruffian behind him and a scream from the one he had hit. He ran, not pausing to look behind him, but hearing the sounds of feet in pursuit. He turned a corner and continued down another blank alleyway, when he saw a dark-robed figure, armed with a scimitar, enter the alleyway from a turning ahead of him. Turning back was not an option, but he had already noted one of the buildings in the alleyway was little more than a ruin, its doorway gaping open darkly, its upper storeys little more than rubble.

Fourth Age Middle Earth Role Playing Rules (Draft version 0.01)

Introduction

The aim of these rules is to allow role-playing in Tolkein’s Middle Earth within the ethos of Tolkein’s world. There have been various role-playing systems that have been used for Middle Earth, but they have all used mainstream rules-sets and ignored the unique features of Middle Earth, and have therefore short-changed the player. The key aspects of Middle Earth that I see and that are rarely reflected by rules-sets are:

  • There is no real magic in Middle Earth. It is magical but there are no spell-casters in the classic RPG tradition. Superhuman abilities and feats seem to derive from the natures of the protagonist.
  • There is no religion. The Valar may be analogous to gods but they are not worshipped and there is no evidence of any organised cults.
  • There is an emphasis on lineage and authority, especially as concerns magical items.
  • There is an expectation that people will behave according to their archetypes which needs to be reinforced and rewarded by the game system.

As a solution to these problems I propose to use a modified version of Greg Stafford’s Pendragon RPG system.

Traits

The heart of the system are traits, which measure your character’s behaviour in 14 areas, each on a scale of 0-20. Each area has a pair of reciprocal traits, the sum of which will always total to 20. Personality traits are altered by actions – the Games Master may add or deduct a point automatically for a particularly string deed, or he may ask you to make a personality check for a more nuanced need. In this case you need to roll over your current score in that trait in order to increase the trait by one.

Boons

Combinations of traits can lead to boons. This is the key game mechanism that allows for character development and progression. The ratioanle is that as the character becomes more noble or courageous or just, then they gain concomittant abilities. Thus someone like Aragorn, who is the epitome of courage, justice and nobility, is genuinely superhuman and protected by the powers from danger. Conversely, characters who are degenerate and depraved will gain abilities reflecting these personaility traits. Retaining the abilities depends on maintaining the personality traits, so you need to keep acting heroically to maintain your heroic abilities.
In order to structure the boons more conveniently, they are attached to Valar, which gives them a connection to the ethos of the world.

Skills

Skills are the general skills of the character, such as riding, sword-fighting or swimming.

Feats

Feats are the exceptional skills and abilities of the character. Feats are gained as a result of hero-points, which are given for heroic activities. Feats do not need to be specified at the time the hero-points are allocated, rather hero points can be used whenever to specify a new feat. Thus the ability to run without rest for three days is not a skill, it is not within the normal range of human or elven or dwarven ability. It is rather a feat. If the need suddenly arises to run without rest for three days, the character could use unused hero points to gain this feat. Once a feat has been gained, it can be used as many times as required. Feats need to be kept quite specific and rare in order to not unbalance the game. The cost of a feat in hero points should match its potency and scope.