Tuesday, November 16, 2021

Generic Space Opera Bestiary: Space Whale

 

You thought I was done! But no, I had a few more I wanted to do. I’ve just been distracted by yet more aliens, and these take longer to write than I expected (most of it in the variations).

One I’ve wanted to do for a long time is the majestic whale. Of course, when we think of whale, we’re probably thinking the shape of the humpback whale, the size of the blue whale, and the ferocity of the sperm whale, but I’m leaning mostly towards the blue whale and other baleen whales. These gentle giants of the deep spark our imagination with their fantastic size and their eerie song. So much so that I think they’re the only sea creatures Paizard has tackled thus far! So I wanted to also take my shot at looking at some generic space whales for Keleni to commune with or for Westerly sailors to hunt.

Friday, November 12, 2021

The Guns of Psi-Wars



I'm pretty sure I've banged on about this before, but I've made an effort to include more alien races in Psi-Wars (there will be a post on that soon) and I've been exploring the alternate tech of alien groups like the Ranathim Tyranny and the Mug Atheocracy, which has emphasized the need to explore guns, and my own research has begun to finally bear some fruit.  As a result I've found myself confronted with the core issues with the Guns of Psi-Wars. I'm sure I've discussed this before, but there's new material before, so I apologize if this comes across as repetitive.

So, let's start with does Psi-Wars need guns? I think it does, and it needs them in the same way that settings it draws inspiration from all have guns too, despite having access to other, better weapon.  Star Wars has projectile rifles despite having blasters; 40k has slug throwers despite having micromissile "bolt" guns; Dune has Maula pistols despite having lasguns. These weapons tend to be either niche weapons meant to get around a particular problem, or they're primitive weapons used by factions that lack access to better weapons.  I particularly want to explore the latter, because the world of clean blasters and elegant, carbide armor is the Valorian Empire and the Galactic Alliance, not the world of post-apocalyptic techno-savages or primitive aliens.  Guns also allow us to deliver warheads down range.  Psi-Wars definitely has guns in a strictly literal sense in the form of grenade launchers, and weapons that fire poison darts certainly fits some factions well.

So, if we have a need for guns, how do we design them, and how do we make them fit? These two questions have plagued me, but I think I finally have some answers.

Friday, November 5, 2021

On the Importance of Factions

 


I've recently dropped a poll for the first of the Westerly Clan (and it might be a mistake, as I seem to have triggered analysis paralysis among my backers, but if you're a backer, go check it out. In the very least, it should offer a lot of ideas for the design of a clan or faction!), and as I worked on this, I found myself reflecting on the importance of factions.

I noticed it in a different context too. I have a problem with Warhammer 40k at the moment. In part, it's because I don't agree with some of the direction Games Workshop has been taking lately, but a lot of it is a drive to explore lesser known works, both to cultivate variety and to support the efforts of less famous creators.  But I've noticed that I keep being drawn back into the gravity of 40k.  I keep thinking of armies I'd like to try, or concepts I'd like to explore.  In particular, I've thought about building a Xenos army from one of the less well-known races (Rak'Gols or Khrave and man, that second name is great) because I think it would be fun to let someone's Space Marine army beat up on one of these groups out of legend and lore.  I noticed that I was trying to fall back into 40k, and reoriented towards one of my newer games: Rogue Stars.  Rogue Stars is a generic minis wargame that will let you design anything, so of course I could design an alien army of any type I wanted. But who cares? It lacks that particular context that gives it its verge and zing.  I would have to create and invent that context and get the other player invested in it before they would enjoy it.

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