[spop] PDQ# Space Opera Hack at DC Gameday V

Oct 26, 2009 12:43

Since I'm home sick today (coughhackwheeze), I figured I'd spend some time talking about the PDQ# Space Opera Hack (which I'm using for pick-up games at cons) I ran for animadversio and ladylyonesse at DC Gameday this past weekend, while I wait for the Q to kick in. (Guys, if you wanna post your character write-ups in comments, I won't complain.)

Part of the fun of PDQ# SpOp is the creation of the list of "Facts" about the setting that develops through Setting the Dials and Character Creation (both of which only take about 30 to 45 minutes tops per three players) and the course of play.

Let's step through it...

SETTING THE DIALS
This phase is for laying down the basics of the setting, so that folks can make up characters for that setting.

Thumbnail: Firefly-esque galactic exploration.
Aliens/Robots?: Aliens.
Psi?: Weak and rare.
Ships?: Group ship -- 2-person scout.
Travel?: FTL via Star Wars-style hyperspace.
Raygun Power?: Normal weapon (use MOD as usual), with a 1-shot kill (drains battery).
Why Together?: Odd-couple scout team, randomly assigned (unresolved sexual tension).
Liz's One Thing?: "Uninhabited" inhabited world.
Tom's One Thing?: Running against the Doom Clock.
Givens?: Free Good [+2] Galactic Scout Forte.

CHARACTER GENERATION
Most starting Facts come form here, especially from the Planet (at least 3 Facts per) and Past Fortes of each character. (See below.)

PLAY
Subsequent Facts come from actions in play and table-talk. (See below.)

FACTS
This is what the setting is like, what's there, who's there, that sort of jazz. The first two Facts
are givens (and have held true in all PDQ# SpOp game I've run so far).

(character generation)

1. Swords & Rayguns.
2. Planets are named after elements.
3. TELLURIUM (Tellarites):
* Gas Giant.
* Cloud cities (suspended from below on repulsor platforms).
* Smuggler's haven.
4. RHODIUM (Rodians):
* High-powered business.
* Corporate aristocracy.
* Xenophobic (other human planets inclusive).
5. Gas can, apparently, be "mined." (Extraction of fractional layers.)
6. GOLD/AURUM (Aurites):
* Jungle planet.
* Huge cave networks.
* Money means nothing.
7. Division between plant and animal on Aurum is fuzzy.
8. Aurite "cave people" are a mysterious threat.
9. Jungle folk go into the caves for 24 hrs as a rite of passage; some do not return. There is a Guardian of the Light and Dark to help them enter the caves, turn those back before the day is up, and repel cave people.
10. Guardians of the Light and Dark are Amazonian and have vague telepathic powers.
11. Aurites can be exiled by "forcible volunteerism" into the Galactic Scouts.
12. Mining concerns have their own "peace forces" (akin to Military Police) somehwere between unionized labor and management.
13. A Rhodian corporation took over a Tellarite mining concern... and started to do bad things.
14. Meteorball is the most popular sport in the galaxy. (Zero-G football.)
15. Most common retirement-injury for meteorball is "blowing out your pancreas."

(play begins)

16. INDIUM (Indites):
* New planet on long-range scans.
* Far away.
* Plenty of radioactives (used for FTL drives) and -- regular structures?
(*) Structures have regular/sharp-edged Superman Fortress of Solitude exterior and irregular/gem-studded cave system interior.
17. Galactic Patrol only have bi-corders -- the tri-corders don't come out until next year.
18. Apparently, sexual innuendo is a galactic constant.
19. "What can I say, it's a sexist galaxy.."
20. "...but Amazonians don't even notice!"
21. Indites eat metal (especially gold, yum; alloys, plastics, and organics, yuck!) and poo uranium.
22. "Successful negotiating with the Indites to trade metals for their poo will DEFINITELY make us Tier B Scouts, now!"
23. "What, we made it up to Tier C already? Go us!"
24. Indites have a hive-mind.
25. There are Gorilla-men (alternately, "Gorillalilla-mens")from... some other planet in the galaxy.
26. The primary melee weapon of Tellurium is the "skimatar."

RULESY THOUGHTS FROM SESSION

A. Liz took "Fearless" as her SpaceOperatic Forte (in S7S, Swashbuckling Forte). I thought that was neat, so I did something similar with the antagonist character I was creating alongside of them (Judson Dok,Rhodian Corporate Aristocrat), taking "Relentless."

This was neat. It kind of made the SpOpForte into a bigass unchained Technique (with MOD bonuses) applicable to other Fortes. It also made the selection of actual Techniques under it slightly easier/quicker, at the expense of really needing to identify what you wanted this sort of SpOp Forte to really enhance.

The benefit-stacking (MODs, +1/re-rolls) for particular Forte and situation combos got interesting. For Dok, he was Relentless (bought up to Expert [+4]), Technique of Foe: Tom's PC, Technique of Situation: Chasing, and had a separate Expert [+4] Pilot skill: all of which meant that he was constantly on Tom's PC's tail, chasing him through space... and often shooting him down. WHICH MATCHED PERFECTLY with Tom's character's Foible of "On the Run.")

B. PDQ# states that adding a Minor Fact to the game costs no Style Dice. As I've been running PDQ# SpOp, I've found myself AWARDING Style Dice for generation of Minor Facts that make it onto the Fact list. No one has as yet tried to create anything I've considered a Significant or Major Fact -- and that could be a function of these being pick-up, one-shot games -- makes me wonder if I should codify this.

C. PDQ# SpOp has thus far always generated humor, often silly -- but it's mostly played straight. This is very nice. The best media examples I can think of are Big Trouble in Little China, Firefly, and Buckaroo Banzai. (Flash Gordon and Star Wars are within the scope, but on the straighter-faced end of the spectrum; Ice Pirates is probably the far end of the silly spectrum.)

So, yeah: that was fun!

conventions, flash, game design, silly, 240 dollars worth of puddin', firefly, sf&f, mad rpg theory, asmp, spop, gaming, evilhat, s7s, pdq

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