“I understand why you’re
revisiting this technological stuff, I just miss working on the
setting” - Maverick (I think; and paraphrased, because it was
ages ago, which illustrates how much of a problem it is)
“I think its time for a new
playtest.” – The Secret Council, ominously
I am unhappy. I had wanted to round out a final playtest and a new version of the Dreadnought, but in the latter case, it felt redundant based on what I knew was coming up, and the former felt unfinishable, because I would have to use “Generic everything.” In fact, the reason I came up with the Generic Fleet was to do a playtest, but even as I found myself sitting down to write it, the words wouldn’t come, and I think I know why: it’s because I’m unhappy. I am unhappy because Maverick is right, and that sort of thing is way more fun. I am unhappy because my mind swims with alternate races and lost houses and Alexian secrets. I am unhappy because I know you want to see those things and I watch interest dwindle on my discord and my patreon.
It is very important that a writer be happy. Sure, he can be stressed, push to his limits and freaking out, but he should be enjoying what he’s doing, or the words will stop flowing. Creativity requires an element of play, as they are deeply bound to one another! If it feels like homework, then, perhaps you shouldn’t do it! Yes, eventually you need to get it done, but pain (and boredom, etc) are indicators of a problem, and perhaps we can solve that problem.
There’s a reason I’ve done Iteration 7 the way I have, and it boils down to dissatisfaction with GURPS Spaceships as a catchall for vehicles. We don’t have Vehicles 4e, and I must say, this journey has showed me a lot, and provided a great deal of useful assets I need to move forward with this, and now that we have them, let’s move forward, shall we?
I want to make December my “Framework” month, not in the bland “Let’s talk about technology in an abstract way” but concrete material that you, as a Psi-Wars player, can use, and I want it to reflect the setting, so we’ll kill two birds with one stone: we’ll build a gear catalog and develop our setting at the same time! Though let’s be honest, this will take more than a month, but let’s see where this takes us!
The Roadmap
As for how to build a framework, I
invite you to check out the following posts:
Most of our core elements in the
Ultra-Tech Framework have been set up, and so we don’t need to
revisit them. Now, we need to tackle the task of coming up with like
50 ships and 50 guns and 50 bits of personal gear and a mess of
robots, which seems like a daunting task, but my setting manifesto
explains how to break it up into smaller pieces. I wish to draw your
attention to rules 2, 3, 4 and
5.Rule 3: The Setting Fractal
Rule 3 is probably the most critical: the easiest way to break this down is to look at the fractal pattern of the setting, and we already know what that is. We have our core conflict between the Alliance and the Empire, and then we have the rest of Alien Kind. For our first, core run, we’re going to stop and focus in on the Alliance and the Empire, on humanity itself, because we haven’t yet discussed aliens, and when we do, that seems a good time to bring up alien technological frameworks.However, we can dive deeper into the Alliance and the Empire. The Empire itself is fairly uniform, but we might break it up into periods: the Old “Leto Daijin” period, when the Empire was still the military arm of the old Federation and fighting a war against the Great Galactic Threat, the current era of war against the Alliance, and the “future era,” the experimental tech that’s just around the corner, which emphasizes the Empire as innovator.
For the Alliance, we could look at each House, but I would argue that this is a step too deep already, and assumes something, which is to say that the Alliance is the Aristocracy and it is not. The Alliance is all the varied factions arrayed against the Empire. That is, we’re talking about humanity in terms of “the Empire” vs “Everyone else,” at least when it comes to technological frameworks.
One thing that irritates me in sci-fi
settings is when all Aliens are alike (“All Klingons are
honorable warriors”) and, worse, when humans are this way (“All
humans are charismatic, heroic and liberal-minded!”). One easy
way to get around that is to break down a race (humanity, in this
case) into sub-groups, to expand their part of the fractal. We in
the modern world already do this, thinking in terms of ethnic groups,
but I want to break up modern ethnic understanding and push the
reader to lump the humanity of the setting into different sorts of
“thematic buckets” to give us several different ways to
picture what humans might be like and, thus, several different ways
to picture their technology.
Maradon: These are the heirs to the galaxy, the rulers of the defeated Galactic Federation and the would-be rulers of the Alliance. They are humanity-as-space-fantasy, with elegant nobles, space princesses, space knights, great orbital fortresses, Dune-inspired houses that once bowed to a feminine order of “witches” called the Akashic order. I think when the average reader thinks of the Psi-Wars alliance, they picture the Maradon. In Star Wars, Leia Organa, Mon Mothma and probably Lando Calrissian would have been of Maradon extraction.
Shinjurai: The
technologists of the setting, whose Neo-Rationalism ostensibly serves
as the ideological foundations of the modern Empire, they once ruled
pockets of the Galaxy and the foundations of their civilization gave
rise to the Cybernetic Union. They are humanity-as-cyberpunk,
with cyborg punks and strange robotic religions and devoted
logicians. There are few
such characters in Star Wars, though Lobot might fight the bill, as
might General Greivous; instead, they represent a mashing of other
genres into Star Wars, and include characters like John Preston from
Equilibrium, Clara from
Killjoys, and Kanjiklub from the Force Awakens.
Westerly: The
common man of the setting, they can be found scattered across the
stars, living simple lives and primarily wishes to be left alone;
they are the most diverse of the forms of humanity, and worry about
survival more than galactic politics. They are humanity
as space-Western, with
varied and simple religions (from Shepherdism to shamanism to True
Communion) and simple and effective technologies. They are asteroid
miners, farmers, survivalists, smugglers and gunslingers. In Star
Wars, the Skywalker line is probably Westerly, as is Han Solo;
outside of Star Wars, we have most of the crew of the Serenity, and
we have the Fremen of Dune.
I
find it easier to come up with some corporations, give them some
fluff and assign them equipment modifiers that they give most of
their gear. I then use these corporations kinda like character lens
to differentiate my gear to be easier and quicker then doing it case
by case (though don't be afraid to mix methods). In effect they
become Corporate Lens. -The Ryujin, Brand
Loyalty
We
can break down our gear first by human ethnic group/theme: what does
Maradonian spaceships look like; what does Westerly spaceships look
like, etc. I would propose further do to this along the lines of
manufacturing
corporations.
Each ethnic group and the design philosophies they stand for can be
exemplified by a handful of corporations, each with their own
specific themes. We can
design
the equipment around those themes, but we can also arbitrarily give
them benefits, as described in GURB’s Brand
Loyalty article, or the “Gun Cult” sidebar on page 39
of GURPS Gun Fu
(“The blasters and vehicles of Not-Kalashnikov are just more
robust, with +1 to HT or Malf, just
because. Everyone knows
that!”). By having a few corporations, we also give the GM and
players a few names to toss around and more setting elements to play
with.
We
can, and maybe should, dive into other frameworks and lost pieces of
technology, such as alien frameworks, or the equipment of True
Communion, but we might save that for a later time, as the gear here,
for these factions, is the most foundational gear of the setting.
Rule 4: Themes
So, we have the rough fractal breakdown: we want some gear for each Ethnicity and the themes they represent. We’ll need to think of those themes, of course, but we can break down our material even further by creating another axis on which we think of our gear.Of course, we already have several subsets of gear:
-
Spaceships
-
Vehicles
-
Personal Gear
-
Robots
-
Enhancements
-
Infrastructure
We also have several broader themes to concern ourselves with:
-
Military: what the wars are fought with
-
Security and Infiltration gear: what special ops, criminals
and cops use
-
Civilian: what the guy on the street uses
-
Special/Magical: the gear a faction uses to power its
psychic abilities and other secret conspiracies.
So, for example we might start with the (Military) (Spaceships) of the (Maradon). Each of these elements will have their own subsets: Capital Ships (which might be broken down into Carriers, Battleships, etc), Corvettes (which might be broken down into escort corvettes, torpedo corvettes, etc), and so on. Once you’ve got the whole complex map built out, it’s not especially difficult to just start plugging ships in, though you needn’t fill every gap.
Rule 2: Keep it Simple
Now that we have our fractal and themes (and fractals of themes), we must endeavor to keep it simple. I think it’s obvious that when looking at just one thematic group (Maradon) with just one aspect (military spaceships) that you can dive deeper and deeper into each set. I would suggest that we limit ourselves: given that the patterns here are sufficiently obvious that a GM can easily see where he can insert his own, we only need to draw in broad lines. So, if we’re talking the military spaceships of each group, I would argue we need:-
0-3 Capital ships per group
-
0-3 corvettes per group
-
0-3 fighters per group
I would like to add one additional thing into the mix as a call-out to Rule 1: We need to know our target audience, and one thing I’ve noticed with my target audience is that you guys like specifics. You like named characters, which probably means you like named ships, so we’ll come up with a handful of signature ships per faction, no more than 2-3.
Rule 5: Steal Like an Artist
Where do we get our ships? We’ll look in two major places. The first, obviously, is that we’ll steal from existing material. Obviously we’ll use Star Wars, but we have other sources as well, from the real world to other sci-fi (like the fighters of Cowboy Bebop or the corvettes of Firefly or the capital ships of Battlefleet Gothic). The second is that we’ll stop and think about the reasons behind our fighters.
When I created the Military Doctrines
of the Empire, I set off something of a firestorm, as well as when I
discussed the tactics of rebellion. I’d like to revisit each
of these before I dive into the infrastructure of each. Why does the
Empire have dreadnoughts? Why don’t the Westerly? The answer
lies in how each faction views war, or security and stealth, or their
civilian concerns. As we stop and contemplate the circumstances of
each group, their technology will naturally flow from this.
Personally, this isn’t the sort of setting material that needs
to be outright stated, though I do find people reference it a lot (my
rebel tactics gets a lot of views), but it’s definitely the
sort of work you should do, even if you choose not to “show”
it in the end, so we’ll definitely stop to think about it.
Heat the Forge!
And that’s it! I think this lays out a roadmap of how to go about building our technology nicely, and I think we have most of the tools we need to do this. We are missing some pieces, but better to stop and build those pieces as we need them than to set up everything in a slow, boring manner in advance, because we’re often engaging in “premature optimization” which is one of the greatest creative sins one can commit!
So, where to next? Clearly I think Military concerns interest us the most currently. We need to tackle the rest, absolutely, but we’ll start here, because it’s what people talk about the most, and it’ll serve as the basis for my playtest the best. What aspect of the military? Well, we need to hit everything, but I think the most obvious sequence is:
-
Personal Gear
-
Vehicles
-
Spaceships
-
Miscellaneous
We need to know what gear soldiers
carry to know what vehicles support them to know how much space a
spaceship needs to carry said soldiers and vehicles; things like
factories, fortifications, starports, medical facilities, can come
later, as they can be fairly easily abstracted away; I don’t
think you’d even miss them if we forgot them.
Which faction? While I’m sure everyone would like to start with the Empire, I want to start with Maradon, because I have a pretty good sense of what they look like and they predate the Empire, so the Empire has adapted a lot of its technology to defeat the Maradon-led Alliance. After that, and this is subject to change, I’d like to do: Westerly (as they make up the bulk of rebellions), the Shinjurai (they straddle the line between Empire and Alliance) and then the Empire.
Before I do each, I’ll stop and
talk about the doctrine that drives them and their preferred tactics.
Once I’ve finished the militaries
of each, we’ll see if we can get a playtest up and running, and
I’ll turn my attention to spycraft and civilian elements.
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