Tuesday, January 23, 2024
(D&D 3.5) Complete Arcane
Thursday, January 18, 2024
(Eclipse Phase) Morph Recognition Guide
I keep going back and forth on how much I should write about Morph Recognition Guide. On the one hand, it's a very slight book - all of the various morphs (i.e. empty bodies that players can upload their minds into) from the Eclipse Phase books published by this point each get a full page of art, a text box recapping their basic pitch and mechanical effects, and two or three lines of commentary from a fictional internet discussion group. The average wordcount per page is probably the lowest of any book I own, rpg or otherwise and a lot of it is stuff I've seen before.
On the other hand, the repeated information is universally interesting, and some of it I've never commented on before. Like, the neo-avians (uplifted crows, ravens, and grey parrots) have a "dinosaur identity subculture." It's a phrase so striking that I actually included it in my notes for Transhuman, where it first appeared. There's a lot of incipient worldbuilding underneath that description that I'm just aching to see realized. Is it like the "sigma grindset" for uplifted birds or is it more like a politicized attempt to create a cultural identity for neo-avians? Or is just a meme for bird-bros in the know. Me and the neocorvids are going to get together this weekend, watch Jurassic Park and cheer whenever a human gets eaten. The people (me, I'm the people) demand to know.
There's also some fascinating new tid-bits. The Bruiser morph is big and muscular, which we already knew, but in the comments, it's revealed that there are also "limited edition bruisers based on the genetics of pre-Fall wrestlers and athletes." And this has way too many threads to pull - about identity, about celebrity culture, about capitalism, about fandom, about bioethics - to just get one sentence. There should be a whole adventure about this subject. But then who's going to create it? Me?
Is the book good because it keeps throwing these inspiring sentences at me? Or is it bad because every time it manages to inspire me, the feeling fades by the end of the page?
Trick question, it's bad because of Neotenics. Like, one of the options available to you is a Surya - a biological life form that is engineered to live on the chromasphere of the sun. That is the level of biotechnology that's available here. An immortal body that retains a child-like appearance its entire life is trivial by comparison. And given human nature, it is entirely inevitable that people would get extremely creepy with it. We can infer all this from the general facts of the setting. So why go out of your way to say it? Why establish canonically that there are beings who look like children but are in fact fully adult transhumans, some of whom go into the sex trade?
Pitch me an adventure based on that information, Posthuman Studios, I fucking dare you!
Actually, don't. I wouldn't want to read it. Just like I didn't want to read about Neotenics in the core book and I didn't want to read about them again in the Morph Recognition Guide.
But really, that's only one page. The rest of this book is both enjoyable and useful. I found it very helpful to be able to put a face with a name, so to speak. It wouldn't have been necessary if the original morph entries were accompanied by art (even just a simple sketch, rather than a full-page, full-color illustration), but I can see how it might be more cost effective to do it this way. Overall, I'd call this a nice, relaxing change of pace. I wouldn't want every book to be like this, but it's okay, once in awhile, as a treat.
Ukss Contribution: The Sylph morph can basically be boiled down to "a thin and pretty body, suitable for celebrities and models." I'm not even going to touch on the politics of this, because the intersection between body politics and transhumanism is way too complex an issue for me. Do fat people even exist in the Eclipse Phase universe? None of the art in this book seemed to suggest as much.
Which, as I said, is a lot. However, one interesting fact about Sylphs is that this is just a generic name. If you're out buying a Sylph, you're going to have to choose between several name-brands, all doing the same basic thing. One of those brands is called "Sedusa."
Sedusa. I could live for a thousand years, and I could never come up with a more perfectly horny name for a fantasy or sci-fi creature. It's sublime. Ukss' Sedusa will not be a brand of replacement bodies (probably), but there will definitely be some kind of innuendo-laden creature with that exact name.
"Beware the Sedusa's cave. Those who enter it are never heard from again." Or something. I'll work on it. Try and come up with something that is the funny kind of smutty, instead of the sad kind of smutty.
(D&D 3.5) Complete Adventurer
Saturday, January 13, 2024
(Eclipse Phase) Panopticon
Wednesday, January 3, 2024
(D&D 3.5) Expanded Psionics Handbook
Thursday, December 28, 2023
real.cool
Alique
Where to get it: itch.io page
Reading rules-light narrative rpgs can sometimes be difficult for me, because I can't entirely shake the feeling that I'm being trolled.
"Ooh, look at this nerd, he's going to start describing a guy doing some stuff and then he'll roll one of his little dice and if the number is big he'll describe the stuff as happening successfully and if the number is small he'll describe it as happening unsuccessfully and la de da, that somehow feels like a game to him."
And normally, I'd just toss out something like the Exalted 3rd edition core and defiantly proclaim, "ha, this book has a lot of different rules for when to roll dice and for what constitutes a 'high number' in various hypothetical contexts. Knowing those rules and evoking them in the correct contexts is almost like a game."
But if the only thing I had handy was Alique (Aaron Smith), then I'd be forced to hang my head in shame and mumble, "yeah, that's basically the gist of it."
Which isn't a sleight on Alique, or even on rules-light gaming in general. Call it a personal hang-up. Occasionally, I'll look in the mirror and ask myself, "hey, is this hobby that I've spent decades obsessed with, thousands of dollars pursuing, and written multiple novels-worth of blog posts about . . . kind of silly?!" And it takes me a moment to catch my breath and answer, "yeah, but that's okay."
That, incidentally, is how I would describe Alique: "it's kind of silly, but that's okay." You describe what your character is doing, roll a perfectly ordinary six-sided die, and then the number that shows on the die determines which of six outcomes will occur: (1)disastrous failure, (2)ordinary failure, (3)mitigated or partial failure, (4)success at a cost, (5)ordinary success, or (6)triumphant success. Sometimes, you'll role more than one die and the highest die you roll will determine the action's outcome.
There are barely any rules of that, either. You've got character traits that are rated from 1 to 6 and if the action you're describing is related to one of those traits, you can spend temporary trait points to add one or more extra dice. Traits return to their permanent value at the start of each game session (unless optional refresh rules are used).
I'm not sure how I feel about this particular resource-managing mechanic. My gut tells me it's probably backwards from a narrative point of view - characters are much less capable at the end of a session than the beginning - but a lot of that is going to depend on the pacing of rolls. If rolls are rare, then conserving your points at the beginning of the session is going to feel a lot less like operating at partial power and end-of-session characters are more likely to have enough resources to handle a story's climax. If rolls are common, your choices are going to be a lot harder. Maybe it's a good system to model classic D&D's attrition-based challenges, but that's not really my style.
The other notable thing about Alique is that it features significant excerpts from the Fate Core SRD, for much of its GM advice section. I approve of that decision. It's what SRDs are for, and I love to see that kind of cross-pollination. My only quibble is that Fate Core uses "compel" as a noun to refer to a particular rule, and Alique, while it has a similar rule, neglects to establish "compel" as a formal part of its jargon.
Overall, my opinion of Alique is "I can see how some people might find it useful," which admittedly seems like the sort of bland non-statement that is, in actuality, an extremely cutting insult, but here it just means that "rules-light, setting agnostic, narrative rpg" is an exceptionally crowded niche. It's very difficult to do something new in that space. Alique succeeds at bringing something new to the table. That's a genuine accomplishment.
Ukss Contribution: Almost no setting in this one, and so very slim pickings when it comes to potential setting elements. It's a stretch, but its description of Zombies as a character type had a strangely optimistic tone ("The character is dead, but things aren't as bad as they seem. Someone has been kind enough to restore your mobility. Once you learn to live with this condition, it can be quite useful.") It amused me.
To honor that, Ukss will have at least one zombie with a positive, can-do attitude.