Posted by: Jonathan Walton | November 8, 2007

Thoughts on the Pre-Game

Here are some thoughts on how character creation and initiation scenes might go. I imagine that one of the major purposes of the pre-game in Firmament is filling out the locations on the map that your character has been to, is familiar with, or wandered lost through at some point. This gives characters initial hooks that can drive play early on.

Which Star Was Your First?

Players decide which star was their initial anchor that pulled them from earth out into the firmament. I imagine that, if the game is centered around the human culture that has developed in one general swath of the Milky Way, there are 50 or so stars that are likely candidates. If players want to do research and choose more obscure stars, that’s fine, but it means their character probably spent a significant portion of time lost before they encountered other people, since they grabbed a star with a pretty low density of humans operating nearby.

Recovery and Training

The next step is determining 1) who found you, 2) how long it took for you to be “recovered” by other people, and 3) how you were properly trained and socialized into human life among the stars. The amount of time you spent lost determines some crucial things, like how many weird psychological issues you start with, how much the cthuloid Void Spirit speaks to you, that kind of thing.

There are a variety of training options. One of the newest and gradually more common options is studying at the Celestial College (which probably should have a better name), where the three Departments teach the Three Sciences: Astronomy (the First Science, mystic communion with the stars), Cartography (the Second Science, the dances of star mapping and travel), and Anthropology (the Third Science, the study of humans amidst the stars, including digging up lost secrets or our predecessors). Players can also choose to have their characters simply apprentice themselves to other star travelers or bandit hordes or whomever else they encounter, but that gives them different starting skills and stat bonuses. Generally speaking, though, characters Major in one Science, Minor in another Science, and “dabble” in the Third, kinda like the way attribute points are split up in White Wolf games. If you’re trained by some abusive Void-mad hermit out in the midst of nowhere, though, you may have a significantly less firm grip on things, but have other advantages and traits that are also interesting.

Where Have You Been?

Your initial star and the history of your recovery and training give you a general idea of where you’ve already been, location-wise. However, instead of just jotting these down and making up hooks about things you encountered there, I think it’d be cooler to play through montages of your early days (or months, or years) among the firmament, like the initiation scenes in Dogs in the Vineyard. Perhaps you have one initiation montage that covers the time between your First Star and your recovery and another one that’s about your training.

These initial scenes, mechanically, would operate just like normal traveling scenes in the game, so players can learn the rules as they play. But, they are also speeded up because, a lot of the time, early travelers are pretty disoriented and scramble about trying to get home or looking for some place familiar. Additionally, you want to get through these relatively quickly. Still, while traveling around, characters will inevitably encounter bits and pieces of the setting. Maybe not people so much, because they are probably alone, at least at first, but you could encounter signs of early human activity amidst the firmament, you could encounter potential threats or places of interest, later on, after your recovery, you could encounter various human factions, make friends, make enemies, etc. All of these things would function like Loresheets in Weapons of the Gods, starting you down a path to uncovering more secrets and learning more about these elements of the setting.

And then, with all those hooks already pulling on the characters, with plenty of places and people to explore or track down, you’re ready to begin play properly.


Responses

  1. I want to hear more about this cthuloid Void Spirit, please.

  2. Well, I’ve been thinking about insanity in RPGs and how it basically sucks. Your work on Addict is kinda influential in this regard, as is my recent work on the hacked insanity rules for Changeling.

    Most RPGs are like “roll to see if you go nuts; pick an insanity from this list, like Multiple Personalities,” and that’s just not 1) a good simulation of losing one’s mind or 2) something that’s going to make play interesting.

    There are a few RPGs that do a better job at this. One of the best known ones is, of course, Call of Cthulhu, which has you lose Sanity Points over the course of play, but you lose Sanity generally because of a single source: learning too much about evil supernatural things. You don’t lose Sanity for, like, suffering from depression or having nervous breakdowns, which just aren’t very interesting to play out.

    Another interesting one is Unknown Armies, which now I’m going to have to go back and look at, because I don’t really remember it.

    In any case, I was thinking that I wanted “going nuts from being alone in space too long” to be really interesting, not something that destroys play by making characters with debilitating and annoying characteristics. You’d just gain character traits that were more problematic and causing of certain types of conflicts, which is what character traits should all be anyway, really.

    So I was thinking that maybe, when you’ve been out on your own for too long, you start hearing an actual voice that speaks to you, or maybe a feeling that comes upon you, where you feel like the darkness is going to consume you completely. That’s what the Void is. It’s a name for the cthuloid horror that doesn’t dwell beneath the sea but amongst the blackness of stars. And, thing is, is probably doesn’t really exist; it’s probably just a mental and social affliction that humans invent for themselves when they have no other social contact.

    But that doesn’t keep crazy people from, like, making human sacrifices to the Dark Gods of the Void or trying to invent ways to draw energy from the Void instead of from the stars. So there’s the perception that it MIGHT exist, just like any real religion, and that’s enough for it to be important in the setting.

    We’ll have to see what Justin thinks about it, though. He seems pretty into having specific antagonists instead of just surmounting the challenges of living in space, so maybe Void-mad dark jedi will be his thing. Yeah, Justin?

  3. That’s totally intriguing. I was just having a conversation with a friend last night about the patterns of the universe; he doesn’t believe the foreshadowing and metaphor and symbolism in life is a sign of anything greater holding the universe together, so much as it’s a sign that, in the absence of pattern, man craves meaning so deeply that he’ll create it out of nothing.

    I’m totally surprised by the idea of a Void Spirit, even in the way in which you present it, but I like it a lot.

  4. As a very loose metaphor, selecting an initial star could be mechanically similar to, say, choosing a race in D&D or choosing an occupation in d20 Modern. I.e., we can list 50 starting star options with mechanical implications for each: bonuses/penalties to attributes or skills, bonus starting feats, etc.

  5. Can we attach those bonuses/penalties to the situations of characters’ recovery instead of the actual star itself, Justin? Like, maybe the community of people that found them initially?

    I mean, the actual star is just a location, right? It says nothing, necessarily, about your experience in space or who you encountered. Maybe if, showing up at Sirius, you were instantly welcomed into the Sirius community, it would make sense to have a set of modifiers based on grabbing Sirius But I guess I don’t see it happening that way.

    I was thinking, if the Sirius-based community checked in with the star regularly, they could figure out when other people grabbed it, so you could recognize when there were unknowns around. But it wouldn’t tell you that they were newbies that needed saving. So you might send out patrols, but it’d be hard to find anything, whether bandits or newbies. This is why so many people slip through the net of human civilization and are lost.

    So, even if you grabbed Sirius first, you might wander for a while lost before you were recovered. And the people who recovered you might not be from Sirius. You could be found by some crazy nomadic guy who hasn’t met another human in 65 years. And then, after being stuck with him for 4 years, you finally decide it’s not worth it and forge off on your own, and that’s when you finally encounter real civilization. perhaps you try to go back and find that other guy, to hook him into the network and get him some treatment for his demons, but to no avail.

    So, in that case, you’d get a set of race/occupation bonuses that fit “Hung Out With Crazy Lost Guy for 4 years.”

  6. “First star” just seem rife with design opportunities. They have cool names, they have unique qualities. Remember our stars are quasi-sentient, so it’s not just a location.

    Speaking from a traditional d20-style design, we could utilize both. I.e., star location yields one set of chargen qualities, pre-game experience yields another set, etc. So, chargen could be something like: Pick your first star, pick your pre-game experience. E.g.,

    Sirius: Track +2, Star -1
    Mentored by a Madman: Spirit +2, Mystic -1

    Or some crap like that.

  7. Sure, that could work.

    One thing, though. Can we try to make splat bonuses actually mean something? Because, with the kinds of bonuses you mention above, players could just tweak their initial point distribution if they know what star/training splats they want, so the bonuses don’t necessarily have any mechanical effect on the final character.

    I’d like for splats to be more than ways of min-maxing your character. I’d like them to be more than color and actually DO something. I’m not sure how to make that happen yet, though. Any ideas?

  8. Sure. I was just postulating in the prior comment. Hell, you could have those two components be the only two decisions you make in chargen, so you’re not tweaking your other decisions, they ARE your decisions. Totally spitballing here (just using D&D since I still don’t have a good grasp on what we are doing mechanically):

    First Star: Sirius = Str 14, Con 16, Wis 8, Track 4 ranks, Fireball 1/day

    Pre-Game Experience: Mentored by a Madman = Dex 12, Con 8, Wis 16, Knowledge (firmament) 6 ranks, Invisibility 1/day

    If two character elements are found in both components, you average abilities, add skill ranks, and add uses/day. Anything not covered by first star and pre-game defaults to preset values.

    So, for a Sirius/Mentored by a Madman character, his final stats would look like: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10; Track +5, Knowledge (firmament) +6; fireball 1/day, invisibility 1/day.

    Maybe give a few extra points to throw around for customization.

    An extreme example, but something doable and different lurks there. And it eliminates the problem you talk about.

  9. I like it! A bit extreme but let’s do something like that! More thoughts soon.

    How do you feel about the Void and the Three Sciences?

    My thinking about the Sciences went like this:

    Astronomy is the First Science because it’s innate to every traveler (it’s what enables them to grab stars), but can be developed into other abilities.

    Cartography is the Second Science because it was the next one developed: ways to safely travel through and map space without requiring extensive tools.

    Anthropology is the Third Science because it’s the newest, having not been necessary for human survival. People really didn’t have time to follow up on all the clues of humanity’s past among the stars before. Now, with real civilization beginning to form, they do.

  10. I love the three sciences. Three is something of a sweet spot anyway. C.f., True 20’s three classes.

  11. So you hate the Void but don’t want to say so? It’s totally cool if you do.

  12. No, no. I like what I see so far. I just don’t see enough meat on the bone to decide if it’s to my taste. But I certainly like it enough to explore further.

  13. Cool, thanks for the clarification.


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