Gamist Elements in Elizabeth Moon’s Sheepfarmer’s Daughter

Recently I read Elizabeth Moon’s Sheepfarmer’s Daughter, one of the most interesting Dungeons & Dragons novels I ever have absorbed. I call it a Dungeons & Dragons novel not because it contains oversized, fire breathing serpents, nor because it portrays sprawling, underground inhabitations of wealthy monsters—indeed, it contains neither of these—but because of its metaphysical system. Reviewer Judith Tarr identifies it in a tradition of “Fourth Age” Tolkienian fantasies—there are mere glimpses of Elves and Dwarves and rumors of Orcs within a mostly human-centric civilization—but, to me, the narrative is most interested in presenting a realistic martial milieu in which forces of magic originating from both the arcane and divine (or Essential and spiritual) sources are tactical components in conflict and warfare.

It’s this second that I want to explore with some depth. The first can be settled by pointing to other writers within the military fantasy tradition. Off the top of my head, two are Glen Cook and Steven Erikson, and only Erikson I have read with regularity. What’s striking to me with these novels—and this is true of Sheepfarmer’s Daughter, as well—is that sometimes a character “party” can be fairly diverse and be occupied with specific missions or quests, but mostly they are involved in military engagements, and usually their shared skills and identities are combat-oriented. In other words, there are few “balanced” parties composed of a Cleric, a Fighter, a Magic-user and a Thief (or their various sub-classes) but entire companies of these various classes individually pursuing their roles in the midst of a military campaign.

Or, in yet other words, these novels that are derived from the first game in the rpg hobby appear to cleave closer than D&D itself to its roots in war gaming. I expect that many a Rolemaster campaign does, as well, since, because of its skill system, parties might be composed wholly of one Profession but still allow for necessary variations within that Profession. The great resources of War Law and Castles & Ruins might provide for this kind of campaign, as well.

One effect that Sheepfarmer’s Daughter contains that I think would be worth exploring in an rpg campaign is the tight focus of a military recruit within the larger strategy of a military operation. I’m envisioning two games being explored at the table. The first would be along the lines of a traditional war game, players moving entire companies into engagements, and the second would comprise the true role playing component of individual endeavor, focusing on PCs within those various companies and the dramatic tales that arise from their actions. This, indeed, appears to be the structure of Steven Erikson’s and Ian Esslemont’s Malazan novels.

A component of Elizabeth Moon’s novel that is more traditional with how D&D has come to be played is its use of divine magic, specifically its use of holy symbols among the faithful. Moon’s perspective character Paksenarrion, Paks for short, appears to be being called to the office of Paladin. As such, she’s able to use holy symbols in a manner different from her fellow recruits. In fact, it may be that her fellow recruits can’t use holy symbols at all, but they wear them merely as dressings of their faiths and that they only believe that they might provide them with “luck.”

When Paks comes into possession of one, it does provide her with luck. She also uses it to Heal a character through laying on of hands. As some readers will remember, currently I’m a player in a 1e game, and I’ve been puzzled by the costs and uses of the two kinds of “holy symbols” in the equipment table. Should my Cleric purchase a wooden or metal one? What are the benefits—if any—of one over the other? My DM doesn’t seem to know or care. Obviously the wooden one is more liable to break, which, in his game, seems to be the only pragmatic consideration.

But the gamist in me wants more. Might the amount one spends on a symbol—the metal obviously is more expensive, and begemmed or artistically crafted would be more yet—confer a greater benefit, one awarded through this form of devotion and the personal “sacrifice” indicated in the expense? I also wonder if holy symbols might indeed confer a bit of “luck” for the casual worshipper, probably in the form of a bonus within certain situations, and have more powerful applications—or even be a requirement—in the hands of an established Cleric of the faith.

I notice that RM2 Character Law has no listing for a holy symbol in its equipment table. This and the removal of a Turn Undead ability for its clerical Professions is an interesting indication of what that game had become about in terms of the divine component in its role play. Maybe it should be reintroduced. Has anyone done so? How do Clerics and other divines function at your table?

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Modern Adventure Role Playing (MARP)

I am back home and wading through my emails. In amongst all the work stuff was an email about MARP. Craig, the author is having trouble posting to the blog, his comments seem to disappear into the bit bucket, so he could not post this himself.

I have copied it below in so you take a look.

This may be of interest to you:

In the ICE forum vaults, there’s a PDF by Aki Heikkinen called MARP – Modern Adventure Role Playing.

I don’t know why it’s called that because it’s far more Sci-Fi than Modern – it’s actually a conversion of Spacemaster: Privateers to HARP.

http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=item380

By Aki Heikkinen.

This is 59-page, 3MB PDF is the updated 2.5 version of Modern Adventure Role Playing (MARP) using Spacemaster Privateers setting. This PDF contains ten chapters and character sheet:

Professions: Eleven professions including 5 completely new professions: Academic, merchant, pilot, psychic and technician.

Race and Origins: Privateer universe’s races and cultures. Requires Privateers: Race and Culture book

Skills: Skill list and description of new skills. Three new categories: Science, Technical and Vehicle.

Talents and Starting Options: List of possible talents and starting options including dozens of new talents and starting options.

Cybernetics: Cybernetic rules and list of cybernetics. Requires Robotic Manual book.

Robotics: Android creation rules. Requires Robotic Manual book.

Psychic Power: Psychic rules. Requires Spacemaster Privateers core rulebook.

Combat Rules: Rules for dealing ranged attacks, new piercing and armor value rules and over dozen new combat actions. New critical tables are not included in this supplement but it is designed to be used with Spacemaster critical tables and means that all necessary books including critical tables are reguired.

Construction Rules: Quick overview of construction rules. Requires Vehicle Manual book.

Training Packages: List and description of possible training packages for privateers setting.

——

craig

There are two things that stand out about this, apart from Craig’s technical problems. The first is that ICE seem perfectly happy to let a 3rd party reproduce content from the Spacemaster and Privateers setting and they must have approved the download. The second is that you would have thought that ICE would try to protect HARP SF rather than have people basically get it for free by utilising old books from a now unsupported game.

It is possible the download got through because it obviously states that all the official ICE books are required.

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Druids & Demons

I have been musing on this today after my comment on Hurin’s PowerPoint post this morning.

Imagine this setting.

The characters come from an agricultural society situated in a long fertile valley. It supports many villages and even a few market towns. The social structure is held together by Druids who provide all the spiritual support for the society.

Beyond the valley are hostile tribal nations lead by their own Druids.

Beyond those tribes the world is ruled by demons. This is a literal hell on earth setting.

In game mechanics terms the only spell casters are Druids on both the friendly and hostile sides of the coin. There is no magic except that which can be cast or forged by druids or demons.

Players may play druids only with the GMs consent because of their ruling class status.

Further details could be defined but this will suffice for now.

Would RMu work in this setting? This is a very restricted magic world. If you allowed a druid PC how would you stop them grabbing every available list?

With so little magical healing could anyone survive in hostile territory?

My first thoughts were in almost any set of rules this would be easy to run and play but under RMu it becomes exceptionally difficult.

Is this me just struggling with the RMu rules being spread over so many forum threads and the books being virtually obsolete, which means I cannot retain the information?

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Personal Update

I will be leaving hospital, barring last minute setbacks, next Monday.

When I get home I will basically be 30% fixed but I am not going to die and there is nothing they can do in hospital that I cannot do as an out patient from home. Just periodic chest scans and x-rays.

What is facing me on my desk at home is nearly a month of real world day job work.

Although I have greatly appreciated you all stepping in and keeping the blog alive I will be coming back up to speed slowly.

I can also feel the pressure of all the hype I have been putting out about my RMu adventure path in the fanzine. I would like to get the June issue out in June.

I also understand that the ice forums have been down while I have been out of it.

From next week. You will get more from me and more frequently but still no promises.

As proof of my progress this is that I look like now…

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Navigator Tech

I’ve been thinking quite a bit about this article. After perusing the equipment offerings in both White Star and Spacemaster’s 1e Tech Law, I believe that Peter R probably intends to confine himself to the gear in White Star, though this might cause problems for backward-compatibility with Spacemaster products, an intention of purpose he has for his Navigator RPG.

As would be expected, White Star equipment is fundamental. Its standard gear isn’t more wondrous than modern tools in existence today. Its weapons range from the primitive ones available in most fantasy rpgs to modern “slugthrowers” to laser weapons. Armor in White Star, no matter how it is “skinned,” is just armor—even if it has reflective coating against laser weapons. Shields are either energy or physical, and they can’t be used together. Only with starships do we see some innovations predicated on genre. Here we find Shielding, Targeting Systems, Automated Weapons, Cloaking, Ion Guns, Proton Missiles, Reinforced Hulls and Tractor Beams.

The range of equipment in Spacemaster’s 1e Tech Law is much more diverse, but these raise design questions that aren’t easily resolved. Does armor lacking reflective covering provide any protection against laser beams? How about blasters, which I’m interpreting as a weapon that fires a wall of force? Against these energies, armor might minimize damage, but the character nonetheless should be subject to being knocked prone. Ion blasts should be particularly pernicious to robots and gadgetry, and plasma and matter/antimatter should be particularly lethal: plasma should eat right through physical armor (only energy shields might provide a defense) and perhaps continue to do so for rounds later, and matter/antimatter… Well.

White Star Advanced Equipment (in the White Star universe, this appears to be the equivalent of wondrous items or artifacts—not “for sale” and designed to be extremely rare) offers devices such as an Atomizer (Save or die, 10 uses), Plasma Projector (massive damage, 10 uses), and a Freeze Ray (a stunner?). These, perhaps, emulate some of the Spacemaster tech I have described above.

I guess these considerations merely show, per Peter’s intentions, that there is great potential in these spaces for third party developers. These designers should have opportunities to create very interesting and tactical mini games based on real or fictional “science” and technology.

If the range of science fiction personal gear in White Star is limited, its starship offerings are much more serviceable, and this chassis, as a foundation upon which to build, is preferable to Spacemaster 1e’s opaque method for designing starships, though much—particularly the construction of computer programs and abilities—could be ported in from there. I guess I likewise look forward to the mini games that third parties might develop for spaceship combat and exploration.

Well, those are my thoughts for the emerging Navigator RPG. I’m eager to see it take shape!

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“Casting” in Navigator RPG

I appreciate Peter R’s inclusion of the telepath or mentalist into Navigator RPG. As I have said before, I’m amused by the preponderance of this archetype in science fiction, that training, mutating or evolving to use the power of brain waves is somehow more believable than outright “magic.” And magic it is, demonstrated as so by Spacemaster adopting its Rolemaster magic system in toto for its emulation of psychic abilities.

In preparation for this article, I had thought I was going to propose an utterly different system for mentalist abilities. For awhile I had been dissatisfied with the resource-based method of magic in RM, and I believed I would be additionally so, when it came to mentalism, while proposing a system in Navigator. I had thought that using a straight skill mechanic —individual lists developed independently, as is BriH’s method or in Against the Darkmaster (VsD)—while completely disregarding Power Points would be my preference.

My thinking was that a telepath—in contradistinction, perhaps, to a magic caster who was born special or had access to some numinous gift—simply had learned to use one’s mind to an extraordinary degree. In other words, whereas you and I think, perhaps, all day long with comparative ease, a futuristic mentalist simply will turn these thoughts outward to interact with other minds. How successful they will be at this interaction, I had been thinking, should be dependent on a Skill roll, one most often opposed by a Skill roll arising likewise from the target mind.

I also liked the idea of a telepath becoming strained or fatigued, however, and that’s when I began to reinvent the wheel. Perhaps the mentalist should expend hit points for its abilities. Or maybe it made more sense to burn the actual stat most closely associated with its powers. But then I thought that this was too punishing, that a telepath should be able to do some things passively or with ease, and hence Power Points were reintroduced.

What this line of reasoning did for me, however, was to recognize that the subsystem within which casters operate might be—and perhaps should be—applied to other classes. I doubt that this idea is original, but here it is: every profession should enjoy a secondary resource, determined by the table that enumerates Power Points, based on their archetypes’ primary attributes. For casters, this resource should power their spells, of course, but additional points might be spent to add bonuses to the roll or its effects (VsD allows additional spends for more powerful applications). This is what I propose for other classes: these might spend points for, say, +10 per point, while attempting actions in conformance with the professions’ primary abilities. I would allow these bonuses to stack up to a cap determined by a sum of three main stats keyed to mind, body and soul.

I developed a system like this for my d100 Viking game, heavily inspired by the game Yggdrasill, which uses a PC resource called “Furor” for many similar results.

Two considerations remain.

The first is this: should casters (and other classes) be allowed to burn hp or temporary stat values? I really like the idea of burning mind power for the telepath, an action that, within great straits, could leave the character brain dead or, at the very least, temporarily impeded in cognition, which could reduce Power Points per day, while the mentalist recovers.

The other question is just how many kinds of casters should be in Navigator. It’s foregone that a type of Essence caster is going to be represented in the form of a Star Knight. But what about Channeling? Is the implied metaphysics of the genre that nothing that can function as a deity—be it outside or inside SpaceTime—can exist? I expect that this question shall be answered at individual gaming tables and that Peter R expects resources for this kind of gameplay to be offered by third parties. On my end, however, I’m already adopting the Cleric WhiteBox class—renamed a “Shepherd”—into any future White Star/Spacemaster/Navigator game I might run.

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Power Points: How Much Is Too Much?

We’ve been having an interesting discussion on the ICE forums about Power Points. Different editions of Rolemaster have treated them rather differently:

–In RM2, a typical level 1 Spellcaster might start the game with 2 or 3, and they would regenerate slowly. (I’ve been looking to try to find exactly how slowly in the Rules As Written, but it seems buried somewhere inaccessible. Since hit points recovered only 1 per hour if resting, or one per three hours if moving, we assumed spell points came back at the same rate. But if anyone can provide me with a chapter and verse on that, I would appreciate it!).

–In RMSS, Powerpoint Development was a skill, which meant characters could start the game with an order of magnitude (10x) more powerpoints. And while the regeneration rate was the same as RM2’s while you were not resting (1 every 3 hours), you also regenerated them faster when resting, and much faster when sleeping, such that 6 hours of uninterrupted sleep regenerated all your PP.

The discussion is relevant because the limits on one’s power point pool and the regeneration of power points were some of the primary limits on spellcasters, preventing them from being overpowered in comparison to arms users at low levels. With RMU rethinking some of these limits, it is helpful to get input from players as to what an appropriate amount of spell power should be.

So what do you think? It seems like RMSS users are used to a large pp pool and fast regeneration, while RM2 users tend to be more used to a small pool and slow regeneration. Where do you fit on the spectrum? How many pp should a first level caster have, and how quickly should she get them back?

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Professions and Skills for the Navigator RPG

In my advancing years, I have ceased being a fan of Skills-based RPGs, and Rolemaster, I am told, quite ironically is Skills. I much prefer the idea of working out resolutions at the table as situations arise, and this lends itself well to the style of play in “first generation” games. Here is an example: in a Swords & Wizardry game I had all PCs make Save rolls vs inclement weather, but the Druid (and this would have applied to a Ranger, too) got to Save for “free,” without a roll. The game was text-based, online, and the Druid gamer sent me one of these: 😍. In contrast, recently in an Against the Darkmaster game, two PCs rolled to detect something in a forest. One succeeded at hearing an unusual sound, the other didn’t. The one who didn’t was an Elf. “That’s odd,” said that player, and, for awhile (being a 1e gamer), that player truly believed that something mysterious was going on. He was an Elf, and Elves simply hear things in a forest. He was a bit surprised when I explained to him that, no, his ignorant Elf simply had spectacularly failed his Perception roll.

I recognize now that I should have dealt with the situation by letting the Elf hear the sound “for free” and requiring the humans in the group to make Skill rolls. I suspect that this is how Peter R runs his games, but Rolemaster, for me, is so “roll-heavy” that I routinely forget to stop and think like this. There’s a Skill for nearly everything, and characters have been built to be “good” at these things because of reliance on their Skill rolls. Perhaps I should have stopped and given the Elf a bonus on the roll, but that’s figured already—that’s Elven racial modifiers. The truth is that, with Skill-heavy games, too often I am lulled into ignoring simple common sense in terms of the fiction.

But what happens when I outright remove Skills? It never occurs to some players that, say, their Fighter character might diversify into some Thief-based qualities. Original iterations of the game provide the highly clunky “dual classing” to accommodate this, though this still tends to keep caster types sacrosanct and unattainable. I think we RM games appreciate a little magical possibility in all our classes. I also know that some gamers heavily rely on a list of Skills to visualize their characters and conceive of which their adventurers are capable.

For Navigator RPG, therefore, my wish is for a sweet spot of basic Class abilities, allowance of common sense, and serviceable, core Skill systems. In the following sections I make some comments on the existing Professions that Peter has adopted from White Star as well as his inclusion of the Mystic. I also propose two of my own, and draft what seem to me a serviceable set of Skills.

Aristocrat

It seems sort of odd for this to be a “Profession,” but I very much like it as an archetype. I see a bit of both Leia and (weirdly) Lando in this one. I wonder how Peter is going to use the “Charm Person” quality here. Perhaps it makes more sense to simply give the Aristocrat a special “Convince” or “Befriend” Skill based on Level (I have nothing like this in my lists below). Perhaps something based on a Resistance Roll (using the Aristocrat’s Level) also is a good idea.

Mercenary 

I wonder what, if anything, Peter will do with the attacks per Level against creatures of 1 HD or fewer. In my reduced Combat Skills list, I would allow Mercenaries to specialize in one or two Combat skills, giving them a one-time bonus at character creation in these.

Pilot

I really like the OSR construction of this character class, but this archetype’s ability to take rounds of combat to manipulate the qualities of a starship might better be modeled with Skills in the Navigator RPG. I wonder what changes we will see and if, consequently, the Pilot’s White Star adequacy will be diminished.

Star Knight 

Mystic 

This is Peter’s Spacemaster telepath or mentat. It’s often amused me that science fiction has regarded mind powers as much more “believable” than magic. Anyway, I think it’s an element highly required in Navigator, and I’m quite eager to write about mentalism and its powers with great detail in the future.

Technician and Scientist

At this point, I don’t have much to say about my two additions, but I felt that they should be represented. As with the Mercenary, though I expect these classes to be generally capable, I would have them pick one or two specializations in which to gain some one-time bonuses.

And here follow my lists of proposed skills.

Combat 

Melee. This would include all melee weapons as well as unarmed combat.

Primitive projectiles

Modern projectiles. “Modern” here would include everything that is modern within the game setting: energy and laser weapons would be included.

Heavy weapons

Vehicle weapons 

General

Adventuring. This is a catch-all, including Survival and First Aid (also, possibly, Perception).

Athletics 

Stealth

Fine tasks

Piloting

Specific 

Cultures

Systems 

Machines 

Sciences

Navigation 

Finally, Peter has plans for armor proficiencies, which I think is a great idea, and Body Development and “Spellcasting” abilities should be handled separately.

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Stats (and Skills) in the Navigator RPG

A close reading of Peter R’s Navigator update causes me to believe that, so far, the most salient part of White Star that he is using are the adventuring professions. The rest appears in common with the d100 system that we all love. This strikes me as an opportunity to revisit this latter system, and I shall begin where character creation commences: stats.

Stats define the character, and, broadly speaking, there are three intentions to be considered as one employs player characteristics in game design. PC attributes are the result of a simulation of chance (aka deterministic nature), a player’s predetermined character concept, or a combination of these. This last is the approach Peter has adopted for Navigator: players roll their stats (the deterministic “mini game”) but they get to assign them (the “build”) and, most importantly, if they don’t get numbers high enough, two can be replaced with 90s.

I think the Navigator design process is an opportunity for Peter to revisit Spacemaster’s ten stats. As I have written before, I like the symmetry of ten stats within a percentile system. But that symmetry is sort of broken when Peter assigns three of the ten as bonuses to individual Skills. And, as I have said (again in the article linked above), I like the symmetry of three, which breaks down into the three traditionally-regarded aspects of the person: mind, body, and soul.

I should add here, looking ahead in the design process, that rough Skill “groups” might conveniently break down into three (as is sort of demonstrated in Against the Darkmaster). For Spacemaster these Skill categories could be Combat, Utility and Learning. Should there be ten Skills in each category? Maybe. I might prefer five, but such a paltry value might reflect a “lite” version of our favorite d100 game.

While I’m on the topic of symmetry, it appears that original Spacemaster is likewise considerate of this aspect of elegance. Five of its stats it identifies as “Development Stats;” the remaining five are “Primary Stats.” These designations represent the “mini game” of early Spacemaster character creation: high numbers in Development Stats garner more Development Points for Skills. But high Primary Stats (maybe) directly benefit more “useful” Skills. The parenthetical “maybe” reveals my uncertainty that the distinctions here result in “meaningful” choices (I’m not going to plunge that deeply into this old design) at character creation, and I’m not sure that Constitution (identified as a Development Stat) believably should result in DPs.

This topic of “meaningful choices” should be kept in mind as Peter assigns Stats to Skills. All of the stats should be used more or less commensurately. I’m not saying that they need to be “balanced,” but all should find some use within the game. Another way of putting this directive is that attributes such as Charisma should not immediately be regarded as a “dump stat.” These White Box games have done well to dignify this stat (and Wisdom) by awarding an xp bonus for a high value. If it becomes a last resort, Navigator might consider something similar. Finally, a good first principle would be to try to find a stat from each of the three aspects of the person to modify each Skill.

So now I’m again privileging three aspects of the person. Can I convince Peter to go with nine stats instead of ten? Here they are in categories, to see what might be thrown out.

MIND: Self-Discipline, Memory, Reasoning 

BODY: Constitution, Agility, Strength, Quickness 

SOUL: Presence, Intuition, Empathy 

Looks like I’d wrap Agility and Quickness together, reducing body to three stats.

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Spacemaster and the OSR

I’m of two minds while reading about Peter R’s development of Navigator RPG. As far as I can tell, it purposes to be an open content retroclone of Spacemaster but using the convenient OGL of White Star, which is based on the “White Box” version of the Original Game. 

I fully support the mechanics of this decision. Swords & Wizardry has become my game of choice: quick-playing and eminently malleable. Though my own preference is for Swords & Wizardry Complete, I can see the rationale in adopting White Box: since this form uses only d20s and d6s for its mechanical resolution, conversions to d100 should be efficient.

My ambivalence arises from the sources that are inherent in White Star’s inspirations. The strongest influence appears to be Star Wars, and Star Wars—at least to me—is not science fiction. It’s fantasy skinned with spaceships and laser swords. I’m not saying that this kind of fantasy is “bad fun” (for me, Star Wars is very fun, especially the d6 version). I’m saying that this is out of alignment with the ethos of Spacemaster.

But of which Spacemaster do I speak? I own the first edition, the one that is directly compatible with RM2. I’ve never played this edition (or any others). I’m not sure if I can. It’s a fascinating read. Yet, as a publication predating the Information Age, some parts are quaint, and Tech Law’s details for starship construction are utterly confounding. One thing it is not, though: it is not Star Wars (though I believe it accommodates, in part, a player’s desire to play a Jedi Knight). And if it also isn’t, precisely, “hard” science fiction, it at least attempts to be “realistic.”

One of the ways in which it is realistic, I suppose, is in its range of Professions. Do you want to play a Research or Field Scientist? How about a Machine Tech? If one follows the usually reliable dictum that a game’s rules telegraph what the game is about, then this feels a bit like Star Trek (which I consider “pseudo-science”). Is your character going to specialize in Planetology? Then what are your “adventures” going to be like?

Dr. Mind: Captain, I’ve determined that this atmosphere contains high volumes of nitrous oxide.

Captain Stern: Very good. Crew, ready yourselves for nitrous breathers.

What a challenge this level of verisimilitude must be for the GM.

An even better indication of Spacemaster’s mundane orientation is in its Races and Cultures. There are no “aliens,” precisely. I understand that Spacemaster 2e does provide a few samples with the caveat that alien intelligence in the universe is highly unlikely, and, even if one were encountered, it’s doubtful that homo sapiens would be able to recognize one as such. The “otherness” of wonder and exploration is nonetheless provided in Spacemaster’s trans humanist vision: humans have colonized space, adapted, mutated, evolved and even modified themselves genetically and technologically. In Spacemaster, artificial intelligence has emerged. I’ve begun to prefer human centrism in my fantasy games, so this aspect of science fiction play greatly appeals to me.

Again, I think Peter R is correct in choosing White Star as his starting point. Moreover, White Star’s more obvious “adventuring classes,” I suppose, are a necessity. I’m not certain about all I’ve been reading about the inclusion of alien species, however, and this has led me to wonder what precisely is being “revived” with the OSR label on this project. As we all know, all game systems are simply tools, and I look forward to adapting Navigator RPG to my preferred form of mundane science fiction. I also wonder at which point, though, rules become so entwined with tone and implied setting as to be inextricable.

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