Had a very interesting few days. Not many words written, but lots of thoughts about game tone, the nature of Sci Fi, and how design can achieve unintended goals.
In the Grim Darkness of The Present Day
One of my players brought up a very interesting issue. They felt they much preferred clear-cut situations to murky, grim settings. Their argument was that they deal with grey-zones pretty much all day, keeping ourselves alive by working for the benefit of rapacious corporations, and giving the money earned to other abusive conglomerates who sell goods made by quasi-slave labour. He plays roleplaying games to escape that reality. He wants an unambigious evil to stand against, something without all the social and legal knots. Which, honestly, is totally fair.
Science Fiction is Extrapolation of Present-Day Crap
Sad to say, sci fi tends to take what is and extrapolate it, often with one or two twists (the foundation of the What If genre of sci-fi, to be sure). It’s the reason there are so many more dystopian settings out there. Scrabbling for survival in the shadow of giants who own our souls, struggling to make ends meet so that we can live another day, making morally grey (or outright evil) decisions because The Corporation Says So or We’ll Starve If We Don’t… they make gripping stories because they’re relatable. Too relatable. Hell, I can’t even stand sci-fi about end-of-the-world scenarios because I’m basically going through the stages of grief over our own doomed civilization (This is the hottest summer in recorded history. It is also the coldest summer we will ever experience again for the rest of our lives.) Shit sucks.
Unambiguous Choices are the Real Fantasy
Fantasy rpgs, on the other hand, are usually unambiguous. There are evils in the world, and there is good worth fighting for, etc. There is hope, there is light, there are innocents. The characters are independently wealthy, able-bodied, and utterly free from the get-go. Delving into the tomb won’t have government agents descending upon you. The necromancer you defeat won’t take you to court. They could, but let’s be honest, if that happened in a Fantasy game, it would immediately feel like a parody. Or Game of Thrones I guess?
I acknowledge that the Fantasy genre hand-waves a LOT of problematic content when you actually think about it. The profoundly troubling nature of intelligent, self-aware “savage/monstrous races”. The overt support, if not outright glorification of extreme wealth disparity, social stratification, and theocratic control of the populace (usually as the only thing protecting people from the aforementioned “savage monsters”).
But that kinda brings us back to the original point: A Fantasy setting that tackles those issues head-on, that revels in the very murky and inhumane sludge of actual history… it might be realistic, but it also sounds like a great big downer.
You Absolutely Can Take The Sky From Me.
So what does all this have to do with Uncharted Worlds 2. A lot, when it comes to the design of the economic systems. If you look at the latest versions, you’ll find a very capitalist, very profit-driven mentality. All the rewards and costs are measured in wealth. Wealth keeps you flying. Missions earn you wealth. You spend wealth to fix breakages. You start off “Scraping By” and can claw your way up to “Breaking Even”.
In trying to emulate the feel of the “clunker”-style space faring tropes like Firefly and such, I ended up making something that encouraged greed, apathy, and selfishness. It creates a loop in the fiction, where logically the Big and Powerful have all the wealth, and the players have top choose which flavor of jackass megacorp they want to take missions from. Not only does that lead to a “choose between doing the right thing and getting paid”, it also makes the characters subservient to the GM-controlled corporation, rather than free-willed.
Presumed Heroic Until Proven Otherwise
I think I lost sight of the Space Opera somewhere along the way. I didn’t uphold my own principle of “Paint in Primary Colors” enough, and made everything too murky, too grey. I feel that there are two big elements that could bring back that bombastic, larger-than-life Space Opera feel.
- One is that heroism should be mechanically rewarding, or at least as encouraged by the rules as greed and commerce.
- The other is that great villains make great heroes. From Firefly, to the Expanse, to Star Wars, to Mass Effect, to Destiny: No matter how scrappy, scoundrel-ish, or ethically grey the heroes are, they still shine because of the evils arrayed against them. Criminal syndicates, alien war-fleets, killer robots, flesh-eating hordes, child kidnappers, and literal Space Nazis. Hell, even the Imperium in Warhammer 40k gets away with being quasi-Space Nazis by being arrayed against gore-drenched flesh-warping horrors from beyond the stars.
"Wealth By Any Other Name"
For the rewards issue, I think I’m going to dismantle the current economic systems in regards to the ship. The whole wealth and “Scraping By” was too narrow of a motivation. Instead, I’m applying something very similar to the way the characters earn XP to Advance.
When a Downtime is triggered, the ship earns 1 Resource for each of the following that happened since the last Downtime:
- Completed a mission [ ] The stakes were high [ ]
- Earned deep gratitude [ ] Far-reaching acclaim [ ]
- Sold cargo for profit [ ] For a significant profit [ ]
- Explored the unknown [ ] Found something rare [ ]
Spend (Rank * 3) Resources to increase the ship Rank:
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Each Rank Up: Either upgrade a ship module, or add a new one.
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At Rank 5: Also add a new, neutral Section (6 empty module slots).
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Spending Money: (Rank * 2) Creds per crewmate on arrival.
Of course, profit rewards are still there. I’m not trying to do away with the concept of wealth = power. But now opposing drives (explore vs exploit, help vs complete mission, etc) will at least provide equal advancement, even if the consequences and subsequent opportunities will diverge. Hopefully it will encourage players to seek out different ways to advance their ship.
Great Villains Make Great Heroes
This is more difficult to arrange mechanically. Space Opera needs one or more unambiguous villains, but it’s hard to “force” that. I think it will require a lot of GM advice and guidance. Not to say that the villains shouldn’t have pathos and motivation. A great villain has just a touch of relatable truth to their evil (there’s a superb clip from a Harley Quinn cartoon where she and Poison Ivy pour highly toxic industrial waste down the throats of the manufacturing company’s board of directors).
…
Soooo yeah. Anywho, thought I’d share that. It’s good for me to write this stuff out to… shape it. Like clay. Get those thoughts lined up, see the size of them. Long and rambling, to be sure, but I hope it gave a little insight into the ongoing writing process.
Design with intent! Examine your biases! Etc!
-SG