This week’s game session saw our fleet discover the remains of a Kobolian outpost from millenia before the 13th Tribe decamped. The place is identifed by ATHENA as Argos, one of the colony worlds set up in the Olympians’ attempts to find the Titans that made them. The place is abandoned — cities standing empty and in collapse. There are plants and animals on the planet, however, and the idea of setting down and letting the grieving Colonials get some respite is quickly gaining popularity. The characters had been thinking of leaving the civilian fleet here with some protection so that they could race ahead to Earth to scout that world.

They do reconnaissance of the world and find the place deserted…except for the massive complex in a mountain range up against a glacier. Scouting the location, which they haven’t been able to get good data on due to a weather event, the scout raptor is shot down, and it’s viper escort nearly dropped, as well. They spot a SAM site with centurions operating it, and a heavy raider launched to escape. One of the characters does a strafing run that takes out the SAM site, and eventually drops the heavy raider before it can jump.

The SAR mission includes some of the humanoid Cyln (Seraph) who access the mind of one of the dead centurions and find out they’ve been assigned to 1) find any recoverable data — the Kobolians (Olympians, whatever…) store their data in DNA because it is more robust than optical or magnetic storage; millennia is easily possible. 2) There are other missions like this to other Kobolian outposts, and they were 3) given the mission by a massive, darkly-handsome man Athena identifies as Hades. Their nemesis is still alive.

Worse, he’s looking for a Titan body — a “ship of lights” — to inhabit. They now know the Blaze is alive, apparently in physical form, and is waiting at a world, New Ophiuchi (the Ophiucans were the 13th Tribe, in our game) for the scouts.

There were several action sequences as they explored the Olympian citadel — a massive, 50-story arcology — and in the end they discovered not just data storage, but DNA samples of some of the Olympians that had remained behind after whatever happened…happened.

They’ve figured that the Cylons that were here were on an indefinite assignment, and are thinking of having the civilian fleet remain and do harvesting on the world, while they race to New Ophiuchi and deal with Hades.

This is leading toward the denouement of the campaign much quicker than I had anticipated.

The last post brought up an issue I don’t think I’ve addressed before…what do you do when a campaign is over? I don’t mean that game you’ve played a few times and are done with, or even that longer one that’s gone a year or so…I mean the epic game campaigns. The ones where you’ve lived with the characters and the universe for four or five or more years until its as real as the time you spend at work or school or home. You know the characters, the NPC, the setting locations and you love them; you have adventures and moments that are as sharp and impactful as your last vacation. Maybe you’ve all made the journey, maybe you’ve lost and gained folks along the way, but in the end, like a good TV show, the final credits are rolling. The story is told.

Now what?

For groups that trade off GM responsibilities and/or games, this might not be as big a deal as those groups playing that one game for years on end. At the start of my Battlestar Galactica campaign, I had been running an earlier iteration on and off with other games for a few years. The current game started after my game group blew apart along with my first marriage, and for the first year or two, there was trading off of different games, but eventually this was the one folks wanted to play. For at least two years, this has been close to the only game on the table. Now the end is in sight…

A lot of groups I’ve seen have one GM. He’s the guy with the time, or the inventiveness, to crank out stuff week after week (or whatever your schedule is.) For these groups, it’s his/her world you are playing in. You might make the stories, but it this person’s sandbox; you’re putting on your play of the mind in his theater. For long campaigns, there’s as much investment for the GM as a producer of a television show or movie, or an author writing novels. When you’re done, there’s a sense of accomplishment, but there’s also a sense of loss. This thing you’ve lived with for years is gone now, and hopefully it hasn’t just petered out, as so many campaigns — that’s actually, I think easier to accept; no, this baby has grown up and moved off to college.

I’m in that place now. While the players have been surprising me for the last few sessions with some of their decisions, they are taking me — more rapidly than anticipated — toward the denouement of the game. It’s the summer before my baby leaves home.

Now what?

The best option is take a break. If you have someone else to run, have them do so, even if it’s just a few pick up games. Maybe there’s that rules set you’ve wanted to try, like Mouse Guard or a setting like Warhammer‘s RPG — have someone else take a crack at the GM seat. I have a player returning after more than a year’s absence who is hoping to run a Supernatural-ish campaign. Not normally my cuppa, but he’s good and familiar with horror, and it sounds like it could be fun.

But, if you’re the person that does the GM duties — and I’m sure I’m not the only one that hands the reigns off, only to wind up running the games when someone’s much less hectic than your own schedule is “overwhelmed” — here’s the two big ones:

Do something similar. You might find the idea of the sequel campaign appeals. (Here’s a post on sequel campaigns.) Do something new in the same universe — like Crusade to Babylon 5, or Deep Space Nine to The Next Generation… This is especially interesting, I think, if you also swap GM along with the tone. You can step away from the campaign slower. Maybe it fizzles out like Crusade, or maybe you turn a children’s novel into three 4 hour special effects extravaganzas. (Fuck you, Mr. Jackson.)

Do something different. I’ve been running space opera with heavily realistic politics, increasingly transhuman science fiction, loads of Greek myth mixed with Mormon cosmology (just to stick with the vision of Moore’s version.) The temptation was to run into Mindjammer, and do a full-blown transhuman space opera. Now I find myself being seduced toward something with a completely different tone.

An obvious choice would be a fantasy game. Go back to basics. But for me I’m finding an Agents of SHIELD-flavored Atomic Robo campaign that has a modern main story, and ties to a WWII/Cold War secondary story is calling. The version of FATE Evil Hat is using is pretty nicely done, I love the comic and the idea of having rules for brainstorming science in the middle of fight sequences, and since Fate’s worked its way into every other game, what the hell…

It’s not the only thing, either: I’m developing a real desire to do a campy, full-color DeLaurentis-style Flash Gordon pulp campaign. I was waiting on Revelations of Mars to hit from Exile Games and use Hollow Earth Expedition, but I’m thinking it’ll be at least another six months before that’s done. So now I’m thinking of combining this with my love of the Space: 1889 setting and tweaking them to do a  classic rocketship pulp game, but with the Martians and Venusians of the Space: 1889 setting — Nazies and Commies on Mars! but losing liftwood in favor of the John Carter Barsoomian ancient technology for skyships. It’ll be my own beast, but with a lot of borrowed crap from pulp through the ages. Kinda like Dungeons & Dragons files the numbers off the great fantasy epics and smashes them together. it also isn’t too like the very successful, but short lived Chinese-based Hollow Earth Expedition campaign that I ran in ’11, or the shorter but no less fun Gorilla Ace! game a few months before that. (GA may make a comeback in Atomic Robo…it seems apropos.)

The other thing likely to get to the table is playtesting of the retroclone of a certain spy game from teh 1980s I’ve been working on. It’s less and less a retroclone as a reimagining. The rules are getting some streamlining, character design is getting some polishing, and the general look of the product is starting to come together in my head. I’m glad my daughter put the project on hold, I have a much more matured view of it now. So modern espionage, or a series of short campaigns set in various eras from the early Cold War to today are likely to be happening soon.

I would love to go back to doing a superheroes campaign. It’s been 25 years since I’ve had more than a few connected adventures to do. I like the Marvel cinematic universe; it could be fun to play in. I know my daughter loves the DC cartoon universe…so maybe when she gets older.

All of these have a sharply different tone and flavor. All will require a shift in mindset, a bunch of work to bring to life — but it also allows you to look ahead, and not behind. After all, you still have the memories…

New Year’s Day saw everyone able to get together for an extended gaming session over jambalaya and beer. We picked up after a few rough starts because I had forgotten a few of the going-on last session, but finally we hit the ground running and the adventure I thought would be done by third hour ran five, almost until we knocked off for the night.

The Cylon player character (a Leoben type) and “Tana” — meaning “commander” in Kobolian — a Three than the Colonials had as a POW in earlier episodes figure out that someone has been tweaking the programming of the “humanoid Cylons” or Seraph when they have been going to the resurection ship to have their experiences downloaded directly. (They can’t simply upload wirelessly as they once had.)

The commander of the ship, a player character, was promoted to admiral, and after some politicking the Seraph leadership accepted him as the commander of the military assets. There was a moment of tension when ATHENA recommended not the One model to command the Cylon basestar, but Tana Three. After some consultation between the models that had come for the alliance confab, this was made the case. She was made a “commander” and the second highest ranking officer in the military, over the objections of the Colonial colonel commanding the light escort they have in tow.

Tana askes for Colonial help in sussing out what is going on, and during a state visit to the basestar, the admiral brought along two of the characters working on Cylon reproductive issues. They went with the PC Cylon to the resurrection ship and in a great display of mad scientist moments, they were able to distract the Caretaker of the ship and got a look at Cylon/Seraph coding. They discovered with a spectacular roll by one of their programmers that the Ones were trying to program in fealty to the models. He also found all the deep psychological blocks that the Blaze — their once God — had programmed into their machine part of their brains, preventing them from all manner of behavior. Essentially, they were slaves to this Blaze, fugueing out whenever they tried to address their infertility issues, or discuss certain things tied to the Blaze, or other important issues.

Despite the dangers, the programmer character wrote a virus that stripped all these inhibitors out of the Seraph and set it loose in the Cylon fleet. This not only freed them from the inhibitors their God put in place, but allowed them to know about the manipulation of the Ones. A full-scale uprising and overthrow of the Ones occurred in about a minute and a half as the models conferred and voted to keep most decisions a democratic quorum of the models, but they placed Tana 3 in command of the fleet’s military decisions. They also view the programmer as something of a hero of the Seraph, now.

The alliance looks solid, they are on their way to Earth, and the episode ended with the trial of the various ringleaders of the mutiny — which included the cousin and last remaining family of one of the PCs, the new CAG. She was able to make herself vote for death. Lots of role playing pathos ensued.

We started the next episode before closing out the night. One of the recon missions, following leads that the ATHENA had generated for possible Kobolian outposts, finds Argos — a colony of the Lords of Kobol that predates the 13th Tribe’s exodus by almost 1000 years. The place is barely habitable in a New Caprica sort of way, but there is the added possibility of ancient tech to be plundered. Athena seems intent on doing so. Might she have ulterior motives?

One of the things the players started tossing about was the idea of settling the civilian fleet, which has been slowing their travel as older vessel, and those not really designed for extended space and FTL travel are increasingly experiencing malfunctions. Additionally, the fresh food is about to end, and they’ll be on stabilized and canned stuff for the next six months or so it will take to get to Earth. But Argos has indications of familiar crops and animal life. After five months stuck in tight quarters, grieving over the loss of…everything, the players are starting to think it might be necessary to drop the civilian fleet someplace relatively safe, and press on at best speed to Earth.

That was where we ended the night with some big decisions that could decide how much longer the campaign goes on. The end, I think, is in sight after four years.

(This isn’t the longest continuous campaign I’ve run, but it’s damned close. IT has been, by far, the most rewarding from a storytelling and fun standpoint of any game in the last fifteen years.)

Here is an excellent companion piece to “Agency, Fiat, and Randomness” describing one of the central issues I have with the new hotness of sharing out narrative control in games.

Eero Tuovinen's avatarGame Design is about Structure

This is going to rpg be theory stuff, just so you know.

A thing I’ve noticed lately specifically at Story Games, but also on other gaming fora, is the increased acceptance and advocation of narration authority sharing between players in a roleplaying game. It’s a nice technique, but I also find that it is being recommended and utilized in ways that might have unexpected consequences that need to be considered in depth. I’ll write a short treatise about the topic here – I don’t particularly want to piss in anybody’s cereals if they find that unrestrained sharing of narrative authority brings them happiness, but it’s not correct to call it the universal panacea of roleplaying, either – there are solid reasons for refusing to introduce this technique into every single game you might ever wish to play.

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So I head an intriguing ad on the radio while in the car the other night about a New Mexican distillery that was producing a single malt finished in mesquite. I loves me some single malt action — I have a couple bottles of Scotch in the house at the moment, but figured what the hey, hit Total Wine (great prices!), and picked up a bottle of Santa Fe Spirits Colkegan Single Malt.

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So how is it — in a word: great. It’s a powerful 92 proof, as compared to the strong 86 proof of my favorite, Lagavulin. The flavor is very different from Socttish single malts — it has a nice light honey color, much like a Speyside, and the nose is pretty mild with a bit of a floral/fruity note. However, the flavor is strong, warm, and spicy. Once swallowed, the aftertaste flares up with a nice woody, spicy note.

It runs about $46 a bottle and might not be available too far from New Mexico — this looks to be a single barrel bottling.

While I was putting together my review on Things Don’t Go Smooth — the new(ish) sourcebook for the Firefly RPG, I found myself starting to think about elements of game design over the years, and how they sought to achieve fairness, or player agency, or certain narrative focus. A bit of history —

When RPGs first evolved out of war games, there wasn’t much focus on stats and what they meant outside of how many spells you could have, how hard you hit in combat. The players might be stupid or super-intelligent, but ultimately, they knew what you did, and the player had to figure out the problems that were presented to them, and the dungeon master had a definite antagonistic role — both as the NPCs and creatures you encountered, but also in their design of the adventures you took on (which usually wound up with the party exploring high-improbable “dungeons” — from underground cities to cave structures that borrowed heavily from Moria in The Lord of the Rings. You were looking to outwit the DM — that was the fun of it — to figure out the riddles or traps, beat the monsters to steal their treasure. The DM was “the bad guy”, but in many ways, he was also “god” in the game — less a referee and more the capricious force you were playing against. In many ways, it was a more traditional competitive game experience. Did you “beat” the DM or not?

In the case of fairness, most DMs and players of the early games looked to randomizers to keep the action “fair.” Roll that d20 and let the universe decide if you succeed or fail. Did your character get killed? Maybe the DM sent something truly awful that would be near impossible to beat, but ultimately, a few good rolls could see you win the day. A bad DM might use his position as the referee to rule by fiat — declaring outcomes, rather than facilitating them. (See the movie Zero Charisma for an excellent rendition of this sort of DM.) This notion that you take your lumps, no matter what, because you made your decisions and the dice are impartial, is very popular with the older “grognard” (old soldier — very telling.) These guys usually like rules for any situation they could encounter…especially in combat, hence why D&D, GURPS, and other rules sets from this period normally have a combat chapter that dwarfs the rest of the chapters on mechanics.

This style of game design is very good for the beginning player and GM. There’s rules, you implement them, and adjudicate as prescribed by the rules. People good at finding the loopholes and using them to their advantage (the much maligned “rules lawyer”) do very well in these kinds of mechanics.

Quickly, however, role playing games started evolving away from the combat simulation-focus and DM-as-antagonist position of early Dungeons & Dragons (although D&D or variations on the game have remained, easily, the most accessible and popular of RPGs for the reasons evinced in the last paragraph.) To try and give the players more say over the stories told, and their characters more uniqueness, the statistics of the characters became more important, hence the shift to mechanics that usually had some form of die roll+skill level. Also, these games took a position that game master (GM) and player have a more collaborative relationship. The GM might still be creating the adventures and looking for ways to challenge the players, but the idea of the TPK (Total Party Kill) tended to be something that happened because the dice screwed you or you made dramatically bad decisions. One way to avoid this was the mechanic of the “hero point” from James Bond: 007 — a game that differed sharply from Top Secret (essentially D&D retooled for the modern spy genre) in the design philosophy that the players should succeed most of the time. It was cinematically appropriate, and in some ways, more fun.

Another idea for  making the rules serve a story was the elimination of randomness. Diceless systems, the first being (and I could be wrong here) Amber, focused on the relations of the characters as more important than the stats and fighting. In competitions between characters, the person with the higher stat won. Early World of Darkness settings from White Wolf tended to work this way, especially in the LARP community, where ties between characters of equal ability were settled with a quick round of rock/paper/scissors. The point was to increase player agency by having your actions (in character) be more important than GM (or in the case of WoD, “Storyteller”) fiat. For these systems, the “fun” is in having the characters interact, and having those interactions drive the story.

Serving the narrative and giving more control to the players was the design philosopy behind Fudge, its more evolved descendent Fate, and Fate’s cousin Cortex + (Firefly uses this last rules set.) In these games, giving narrative control to the players is central, and it is enshrined in the mechanics of the games. Players can create aspects or assets or complications (whatever they’re called in the game or the situation) as an outcome of a test, and invoke these to improve their control of the scenario or other characters through that targets’ aspects or weaknesses.

Thus endeth the history lesson. Let’s talk about the design intent and reality. When creating a game, the first goal should be to make something that when played is fun. You can have other intents — sharing narrative control, de-emphasizing combat, trying to make gaming more “inclusive.” The philosophy of the mechanics should be to make the game fun (and in my bias, that also means simple to use.) Keep in mind there is “no right way to play” a game; it’s a function of player (and this includes the GM) preferences when playing, but the goal is the same for nearly all players — to have fun.

A central dialogue in game design these days concerns player agency and how best to give or contain it. It is nearly always cited in opposition to GM fiat. The notion of the “sandbox”, where players direct where the story goes vs. the “railroad” — where the GM attempts to lead players through a tightly scripted story where the players’ characters are more puppets to make things happen. (Think any character in the Star Wars prequels….Obi Wan does stupid thing #3 because event A has to happen.)

Giving the players control over the mechanical factors of a scene using Aspects or through their narration of what they do — essential to the diceless approach — allow them to manipulate the events and outcomes. In Fate and Cortex+ this is systemized in that the actor in a scene declares the optimal outcome of the scene. “I slip in to the master villain’s fortress, taking out the guards without raising the alarm. I will invoke the “Moonless night” aspect, my “Expert with a Knife” asset…”

I question I have is the necessity to have this mechanized. Do I need to invoke “moonless night”, or should the GM have taken into account it’s dark and I’m wearing basic black sans pearls to give me a bonus. Which is easier and faster? The end product — maybe you got a +2 to your die roll, to use Fate as an example — is the same, but I would suggest the latter example is easier. In a diceless system, the hero might have a better stealth and the bad guys’ perception rating — he’s going to succeed, so why bother slowing the action with a die roll. As in a movie, unless the action is heightened by fighting the major henchman to get to the Big Bad, you should just go through the mooks like Captain America does in the ship scene at the beginning of Captain America 2: The Winter Solider. (A similar idea resides in the Ubiquity “take the average” mechanic — if the average number of successes you should get is better than the difficulty, just roll on.) Player agency, ultimately, is the most powerful element of RPGs in that the characters have to act or react for anything to happen. As the grognards might say, “The story develops from what you do.”

One mistake I think designers make when attempting to maximize player agency is misunderstanding the role of a game master. The GM is a facilitator — to use an educational term. They aren’t there to tell you a story, but to help you keep it on course. “Too many cooks spoil the broth” is a good axion here. Having the players decide every aspect of the narrative leads to  1) a natural erosion of story or setting cohesion — what you might liken to having too many writers on a television show leads to a series jumping the shark, and 2) less “fairness” in that, while everyone supposedly has an input on events — as with the aspects idea of Fate and its ilk — particularly clever or charismatic players will naturally bend the story in the directions they want. While that can create some level of enjoyment and surprise, having someone rewrite the direction of an adventure that was obviously going in another can be less than satisfying. Case in point — the movie Event Horizon, which seems to have been cobbled together from two different scripts. The first half is a solid sci-fi thriller with some supernatural suspense aspects; the second half is a muddled slasher flick that feels like it was adapted from a Hellraiser reject script then slapped on the back half. Can you kit bash them together? Sure…but it doesn’t really work well.

Which brings us to GM fiat. How much control should the game master have over an adventure? It is unlikely that your players want to sit and listen to you do an audio book of your latest novel, while they periodically roll bones to allegedly “do something”, but leaving your players to wander about Night City while waiting for something to catch their attention is also not a particularly productive way to spend a few hours of your gaming time. Can it be fun? Sure, but is it fun for everyone at the table, or are some bored with yet another barfight to fill time? Can the gamemaster having strong, but not total (or even most,) narrative control create a cohesive game universe than is consistent (a central element to verisimilitude) and which doesn’t favor one player (not a character, one of which might naturally be “the lead”, but the player) over another. In a mystery or other suspense setting, having one guy that knows the secret can be much more rewarding when the surprise is unveiled than having another player say “You know what would be cool..?”

The idea that a stronger GM presence can make a game more fair is probably controversial to some in the gaming community. I suspect people with this viewpoint have had a bad experience or two with the old-fashioned DM-as-antagonist game master, and those who have their entire campaign plotted out with the players on rails.

Ultimately, all of these positions I’ve laid out show some preference for how to get at the fun of playing a role playing game. Should the players spitball together a plot like they did playing on the playground? It’s a natural way of playing, and feels “fair” when there are rules to contain the actions of the players. Can a game with an oppositional game master who sets up challenges and leaves you to handle them as you will be fun? Do you need dice and rolling to slow down the action? Do you need to mechanize every aspect of play, or can the mechanic themselves be part of the fun?

Somehow, I’d missed that Margaret Weis Productions were kicking out Firefly supplements at an amazing rate this year. I picked up the corebook about a year ago, and our gaming group did an A/B tet between Firefly and the older Cortex Serenity game to see how they compared. Later, I played in a pickup game with one of the designers of the game, just to see how it ran with someone who really knew the system. Follow the links to see the original review of the game and other observations.

Knowing there was an opportunity to spend money I didn’t have to, I ordered up Things Don’t Go Smooth and Smugglers’ Guide to the Rim for the game. I should be receiving hardcopies soon, but USPS is apparently in full-blown FUBAR mode this holiday season, so they got bounced back. However, MWP provides buyers of the book with a free .pdf of the game, and while the Smugglers’ Guide is not out, TDGS was. This review is going to concern itself with the e-book version of the supplement.

First off, the book is essentially a sourcebook for GMs — the first three chapters are a catalogue of new bad guy NPCs and their organizations, henchmen, and hideouts or ships. There’s a chapter on new ships and distinctions for the same, and a chapter specifically on running the game, and fleshing out towns and cities. There are two adventures that I haven’t read through (I don’t tend to run canned adventures), and an appendix of the new rules and distinctions. The book weighs in at 238 pages, and two pages of character/ship sheets.

The writing is solid, and the editing — which used to be a weak spot in early MWP productions — has caught most, if not all, errors.  The art design and layout is similar to that of the corebook: it’s full-color, pretty, and uses almost no “game art” — that middling quality stuff gamers expect — in favor of screen caps from the show, CGI art, and photos of characters in setting-appropriate garb. The pdf is well-designed, with heavy linking from the table of contents, and hyperlinks on key terms throughout the book. This is one of the big strengths of MWP e-books; they are excellent for use on a tablet or laptop, if that’s how you access your books in play.

The collection of NPCs are good. They are well-designed and fleshed out, as are their support networks. There’s a nice choice, from corporate spies, to crime bosses, to privateers and pirates. There’s a section on using Reavers effectively. The new ships are good, but the artwork does not alway match the description of the vessel — if you’re going to do ship art, make it match the vessel on the page.

The Scheming and Narrating chapter is particularly good for helping new and inexperienced GMs, especially in dealing with the use of assets or complications. In play, one of the issues I’ve seen with Firefly is that the complications can become a bit overwhelming for newcomers. You are encouraged to make them…a lot of them, and tracking and using them was one of the consistent complaints I saw in various play sessions. Unlike Fate, where you often have to spend a Fate Point (plot points in Cortex and Cortex +), Firefly lets you use any one that makes sense in play. This can give you Shadowrun-esque dice pools, but more to the point often “systematizes” elements of play that might be better handled in narration.

Case in point: There’s some great stuff on using the setting to create appropriate complications — like “The Building is on Fire d6” which could definitely be used to help or hurt you, or “Dark and Spooky d6”, which could be used to help a stealth roll or create mental stress from fear or unease. But there was an example that immediately highlighted the issue with just making complications or assets for everything — “Calling for Help d8”. The characters a trapped and calling for help…wouldn’t this be assumed to be the case? Do you need to systematize “Walking in a Straight Line d6”? Without having to use plot points to invoke these complications, as you might in Fate, requires the GM to really sit on the players when they get out of hand. However, that is against the stated goal of Fate like systems, which seek to have the players have more narrative control.

For all these observations, Things Don’t Go Smooth is an excellent, and well-made sourcebook to help GMs bootstrap their campaigns, or fill them out without having to do all the heavy lifting. I suspect, if I run a campaign, i will be using several of the bad guys and their organizations. The GM guidance is good for those who aren’t accustomed to running a game, but will be mostly weak tea for the experienced one. The adventures looked lie they would be good for pickup or convention games, and probably could be mined for material for a self-created campaign.

The physical book is a softcover, but judging from the pdf will be a handsome thing. It’s retailing for $35 (with free pdf download if you buy on the MWP site or from a “preferred retailer.”), and Drive Thru has the ebook for $13. So is it worth it? If you are playing the game, absolutely to either format. If you’re playing occasionally or just need to snag a few things from the book, electronic version might be better

Style: 5 out of 5 — it’s a gorgeous sourcebook, much better production values than necessary for a splatbook. Substance: 5 out of 5 — I was surprised I gave it this, but there’s a whole acre of bad guys and groups to choose from, new distinctions for players and ships, and some good GM advice. It’s a buy.

This week saw our last game of the year, most likely. (Damn you, holidays!) However, we did get the chance to start a new arc for the fleet, post mutiny and coup.

The first half of the night was concerned with picking up the pieces after the whole of the elected government was killed off. Rather than reconstitute the tradition set up of a quorum, there will be a council of ship captains, who will report their concerns to the small bureaucracy that is still mostly in place. Logistics Minister to handle food and other supplies; a morale and welfare minster for the necessary “bread and circuses” to keep people stuck in 74 tin cans occupied and out of as much mischief as possible; a justice minister (also our head and only judge) to handle criminal cases (and who is overloaded with the coup conspirators); a health minister; and a security minister controlling the civilian police force. The commander of Galactica, a PC, is doubling as defense minister — he is the last word on military matters. There is an “interim president”, which sounds better than “president placed there by the very angry military commander that just had his president dad murdered.”

The big move was the Quorum of Priests who demanded Lady Athena of Kobol rule them. She declined, but took the position of prime minister. She is not legally empowered to make policy or law…but everyone knows that she is guiding the whole show, now. This has actually created more stability in the fleet, despite her having to spend several weeks selling the people on the new government and more importantly, the announcement of the alliance with the Seraph (humanoid Cylons) of Basestar 19.

There was a lot of politicking and changing of the guards — including the PC pilot who was cousin of the mutiny leader finding herself as CAG — but this was overshadowed by two new plotlines:

1) The inclusions of Basestar 19‘s ships, including Resurrection 3. We introduced a new PC — a Leoben-like “messenger” model. This one, named Devet Cavil as a tip of the hat to the new show, is trying to find stability and answers in the wake of The Blaze turning out to be a false god (Hades, armed with Titan’s technology, to be specific) and his continuing revelations from God. He is convinced Athena is the key to figuring it out…what does she know? He has a second problem — the Seraph that have recently been “decanted” are showing odd personality traits — they are very docile, and overly amenable to the policies of the Ones and Twos…are they being programmed? Is this a move by a few of the models to be more equal than the others?

This is leading toward some espionage and politicking in the Cylon fleet.

2) They have gotten close enough to have their first distant survey of Earth’s star. This has raised morale (if only the mutineers had held their fire a few days!), but more important is that as they have moved past the stellar nurseries of the Orion Nebular group, they are picking up what look to be super high frequency and bandwidth communications from dozens of systems in the Orion Spur. These are between 500 and 1000 years in the past…but this section of the galaxy looks to be alive with settled worlds! What might be waiting for them out there, even the Seraph/Cylons — who had sent “Seeks” into the area to find humans to bring under the embrace of the Blaze — can’t know…

So we are about to wander further away from the show, and more toward the post/transhuman elements that have been hinted at throughout the campaign. We know the TITANS created the Lords of Kobol to rule/supervise the humans that they recreated on Kobol after destroying Earth. We know Hades left with the Ophiuchan Tribe (the 13th Tribe) and apparently contacted the Titans, and in his effort to find “God” or understand the universe, went mad and came back as “the Blaze” to overthrow the Olympians on Kobol and rule over the people there. He eventually created the Seraph (our humanoid Cylons) in the image of his brothers and sisters he destroyed, and had them reign in his stead, and also send them to find the rest of humanity and bring them under his gaze.

What we’re finding out: the Seraph lost any of their Seeks to unknown elements at Earth and other worlds near it. We now suspect that the Titans or humans from Earth or the 13th Tribe have settled this region of space…but the transmissions seen suggest they are far more advanced technologically than the Colonials or Seraph; what might they be encountering soon?

We’re in the home stretch of the campaign, and the flavor of the game is moving more toward a combination of the spiritual, but also more transhuman sci-fi. I’ve pretty much got the main elements of the next few episodes mapped out, but only can really plan an episode or two ahead of where I am, as player input is driving us in directions I hadn’t anticipated. (I know my players well enough to usually know where they’ll take us…this hasn’t been the case of late.)

Majestic 12 a bit too fast on the trigger and under the radar for you? Here’s a faction for our upcoming “pilot” game to see if the group is interested in running the Atomic Robo game:

Office of Scientific Intelligence:

Formed out of the United States Army Corps of Engineers’ Strategic Science Division (SSD) in 1946, Office of Scientific Intelligence was the more legitimate face of superscience research and was immediately tied to the new Atomic Energy Commission with the passage of the McMahon Act. The “theft” of their science division led the intelligence and military community to push Majestic 12 on the president in 1948.

The SSD had been formed by the Department of War in 1930 in an attempt to recreate some of the developments of Telsa Heavy Industries — specifically Atomic Robo — but also other “superscience” organizations around the world. The focus on research and legitimate scientific inquiry continued throughout the early years of OSI, which would later become conflated with the Air Force organization of the same name. By the late 1960s, however, OSI increasingly shifted from R&D toward intelligence gathering and analysis. Plowing the same ground as MJ12 and Daedalus, OSI was frequently at odds with these groups, particularly as they were not competing for budgeting.

OSI was renamed and the mandate shifted toward more science-related counterintelligence with the Energy Reorganization Act of 1974 to become the Division of Energy Research. DER survived the 1977 creation of the Department of Energy, only to be re-renamed in 1992 to the Office of Scientific Intelligence.

US Corps of Engineers’ Strategic Science Division (SSD) — 1930-1946

Mission Statement: Scientia est Victoria (Knowledge is Victory)

Mode: Average (+1); Resources (R&D +3) — after 1942-1946: Mode: Fair (+2); Resources (Transport +4, Armory +3)

Office of Scientific Investigations — 1946-1974

Mission Statement: Protecting the Nation Through Science!

Mode: Fair (+2); Resources (R&D +4, Transport +3) — after 1960 (R&D +4, Intel +3)

Division of Energy Research — 1975-1992

Mission Statement: The Secret Sword of Science!

Mode: Fair (+2); Resources (Intel +4, R&D +3)

Office of Scientific Intelligence — since 1992

Mission Statement: On the forefront of science!

Mode: Fair (+2); Resources (Intel +4, R&D+3)