jackgraham's Blog

  • Running the Game: What's a Red Market?

    Brian G. asked this question on our Facebook page: "The 'Glory' adventure refers to one of the NPCs as part of the 'red market' dealing in 'red tech.' I can't find an explanation of what that means. Is it just 'black market' dealing in 'illegal tech,' or something more specific?" Since red markets are kind of a sci-fi concept (one for which you won't find a Wikipedia entry), I thought an explanation might be helpful... Thanks to Rob for input on this post.

    Sort of. It's a concept that doesn't have a lot of useful real-world referents.

    Red markets are basically what black markets turn into when they don't have to hide from governments anymore. The economy that characters in anarchist space are taking part in when they use Guanxi networks to get goods & services tends to be a red market.

    In a red market, exchange of goods is mediated & regulated by violence and/or the threat of violence. It's sort of the ultimate buyer beware situation; your only guarantee of a fair exchange is your ability to smite the seller if they screw you over. Black and gray markets basically work this way now, but the presence of government authorities keeps a lid on the worst excesses.

    Also important to note that not all of anarchist space is like this. This is one of the things that sets the criminal world apart from autonomists & mutualists. Economies like Extropia don't have government authority, but they do have contract law to stabilize them. Predominantly autonomist economies like Locus have anarchocommunist social structures that prevent them from acting like red markets.

    At the end of the day, though, it has a lot to do with mindset. The distinction between criminal red markets, autonomists & mutualists may seem sleight from a capitalist vantage point. They're all basically lawless, right? But for the people participating, this isn't the case. They self-identify as belonging to one camp or the other, and this should play out in terms of how their reputation networks react to certain kinds of behavior.

    Example: Let's say you sell some shady tech that doesn't really work (or works with unintended consequences) in autonomist space. If you're dealing with the average anarchist on Locus, your @-rep is going to take a hit and most people will just think you're an asshole and not want to deal with you. In an Extropian framework, your @-rep would take a hit and you'd be seen as a terrible business person. In a Guanxi framework, however, nobody cares, and the buyer's only recourse is to come after you; the proof is in whether you end up dead.

    Note that even autonomist spaces like Extropia & Locus have their anti-social criminal elements, of whom the character referred to in "Glory" is one.

    A lot of people have asked how there can be criminals in the outer system. One way to be a criminal is to do stuff so heinous that even a place with no large government authority wants you around. Hopefully this post helps illustrate another, more subtle way to fall into the criminal camp: by using a red market style of doing business in a libertarian or anarchocommunist environment.
  • Running the Game: Identifying & Analyzing TITAN Artifacts

    Here's the second in a series on running Eclipse Phase. Advice here is based on our experience running our own EP campaigns and shouldn't be taken as a canonical interpretation of the rules. Hopefully it will be helpful to GMs feeling their way around situations that the rules don't yet cover in detail.

    Someone on the forums asked how one identifies TITAN technology. How difficult you want to make it to identify and work with TITAN technology will depend a lot upon your players. Some TITAN tech might look quite innocuous to someone who doesn't know what they're dealing with -- part of the reason it can be so dangerous.

    Here are some ideas to try on, though:
    • Appearance. Can be weirdly designed, mindbendingly difficult just to look at (a la the Pandora gates), or other wise alien-looking.
    • Composition. Unusual chemical composition, advanced materials, novel crystalline structures, etc. can clue science-oriented characters in to the fact that they're dealing with something beyond H+ technology.
    • Freaky When Activated. Some TITAN tech doesn't look like much until it's active and releasing swarms of femtobots or liquid metal hunter-killers.
    • Hostile Device. Most devices are self-documenting to some extent and have a device AI to which you can talk. Ones that don't might be trouble.
    • Infectious. The tech has some ability to infect unfortunate victims with a strain of the Exsurgent virus.
    • Infosec Attacks. Some TITAN tech will actively make Infosec attacks on nearby devices -- including PCs' headware! Jamming them with Interfacing or isolating them behind RF shields can contain this problem, but if a device starts attacking people over the Mesh, odds are it isn't friendly.
    • Not in Databases. Read the description of Repair Spray, a very common item. Computing power is so vast in EP that for a can of repair spray to maintain a massive database of device schematics used to repair common objects is no problem. Unique/novel devices don't show up in any database, making them suspect.
    • Possession is 9/10ths. If the freakish exsurgent monster your sentinels just took out has something on them that looked like a cross between a Mi-Go brain cylinder and an IR-spectrum glow stick, it warrants suspicion.
    • Psychically Active. Some TITAN techs are nothing to write home about physically but reveal their secrets to characters with sleights like Grok. One of the reasons we included psychic PCs in the game was because their powers provide another channel for GMs to give PCs info about the bizarre alien & TITAN techs they might come across.
    Check out the skill sets on some of the characters like the Xenoarcheologist who have both async powers and lots of science skills for an idea of how PCs might go about analyzing and identifying TITAN tech.

    Dealing with TITAN tech is a challenge for your players. If you have a group that wants to shoot at stuff and not think too hard, make it easy (although in this case, I'm not sure why they're playing EP, as it doesn't reward gun bunnies much). If you've got a group that will enjoy performing nanodetector scans and chemical analysis from a distance while a servitor bot remotely prods at the thing for them, trying to unlock its secrets, make it harder and dish out clues slowly based on successful Academics, Interest, and/or Profession tests.

    Finally, the game gives you many opportunities to throw out some red herrings. Could be the potentially dangerous object they're investigating isn't TITAN tech at all, but Factor tech, or a relic of the Iktomi. Keep the players guessing; paranoia is an important part of the game.
  • Schedule of Eclipse Phase Events at TempleCon (Warwick, RI convention this February)

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    Below is a list of Eclipse Phase games scheduled for TempleCon. TempleCon is a classy little New England gaming convention (now in its fourth year), held at the Crowne Plaza in Warwick, Rhode Island from February 5-7, 2010. The scenarios will be the same ones we ran at Gen Con (and will run at Arisia) this year. I'll be running the games, possibly with help from some other members of the EP writing crew.

    Eclipse Phase Games:
    Friday
    6pm-8pm
    Intro to EP Demo (2 hours)
    Saturday
    10pm-12pm Intro to EP Demo (2 hours)
    2pm-6pm An Inconvenient Death Full slot (4 hours)
    Sunday
    2pm-6pm Bump in the Night Full slot (4 hours)

    Demo: I'll probably be running half of the adventure from the Quick Start Rules.

    Bump in the Night:
    People are waking with a small knot on their forehead. 3 days later, they disappear. It is up to you to discover what is happening and rectify the problem.

    Inconvenient Death: Dying on a mission really gets in the way of completing it.
  • Schedule of Eclipse Phase Events at Arisia (Cambridge, MA convention this January)

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    Below is a list of Eclipse Phase games scheduled for Arisia. Arisia is New England's largest sci-fi convention and will be held at the Hyatt Regency in Cambridge, Massachusetts from January 15-18, 2010. The scenarios will be the same ones we ran at Gen Con this year. I'll be running the games, possibly with help from some other members of the EP writing crew.

    Eclipse Phase Games:
    Friday
    7pm-9pm
    Intro to EP Demo (2 hours)
    Saturday
    2pm-4pm Intro to EP Demo (2 hours)
    6pm-10pm An Inconvenient Death Full slot (4 hours)
    Sunday
    6pm-10pm Bump in the Night Full slot (4 hours)

    Demo: I'll probably be running half of the adventure from the Quick Start Rules.

    Bump in the Night: People are waking with a small knot on their forehead. 3 days later, they disappear. It is up to you to discover what is happening and rectify the problem.

    Inconvenient Death: Dying on a mission really gets in the way of completing it.

    TempleCon (Warwick, RI -- February 5-7, 2010)
    And if you can't make it to Arisia, I'm also talking to TempleCon about running EP events there. I'll post a TempleCon schedule once it's available.
  • Get Your Stealth On (or, How Can My Firewall Team Sneak up on the Enemy Habitat?)

    Here's the first of what will hopefully be many posts on running Eclipse Phase. Advice here is based on our experience running our own EP campaigns and shouldn't be taken as a canonical interpretation of the rules. Hopefully it will be helpful to GMs feeling their way around situations that the rules don't yet cover in detail.

    This post started as a reply to a discussion in the forums about the role of spacecraft in covert operations. As my reply got more detailed, I decided it might merit a blog entry.

    The problem posed, broadly, was whether it's possible to sneak up on a ship or hab in space. How would a Firewall team go about boarding and infiltrating a habitat or spaceship if egocasting in and getting resleeved weren't an option? And if their target were an asteroid or moon, would it be possible to do an orbital insertion undetected? I'll save discussion of how one boards a habitat or ship for another time and concentrate here on the issue of sneaking up on things over the vast distances of space.

    Detection Methods
    Radar and infrared detection remain the primary means of detecting ships in space in the Eclipse Phase universe, so reducing the RCS (radar cross section) and IR signature of your ship are the two best ways to not be seen. From there, other factors come into play, like the visibility of a craft to the naked eye or lidar, but dealing with these challenges is trivial compared to avoiding electronic detection.

    Avoiding Radar
    Stealthing a spacecraft or vac suit against radar is not difficult with the level of technology in the game. For vac suits, hard suits, and small vehicles, raising the cost by one category to reflect non-metallic construction, smaller form factor, and radar absorbing materials is about right. Stealthing something large like a GEV should be more expensive, and stealth construction on really large vehicles should not be possible (unless your plot really needs it). For any vehicle, anti-radar stealth should involve a reduction in cargo capacity (and probably fuel and life support range, as well). Since we don't list costs for ships, we leave it to GMs what sort of hoops PCs will have to jump through to get a ride. Just keep in mind that stealthing large vehicles is a design challenge, and therefore not cheap.

    A ship stealthed against radar won't show up on radar screens. If a character actively monitoring radar has reason to believe something is there, they can try to use Interfacing (probably with a big negative modifier) to look for pings that the device AI discarded as ghost signals.

    Foiling Visual Spotting & Lidar
    Coating a vac suit, vehicle, or ship with a non-reflective coating to foil lidar and visual should be cheap, from Trivial for something small up to Moderate for a ship. Lidar won't bounce off a non-reflective coating. Characters in vac suits should receive an Infiltration test against visual spotters. For small vehicles, Pilot [Aerospace] with Infiltration as a complementary skill works well.

    Infrared
    Avoiding infrared detection is the big challenge for both sneaking up on a hab and orbital insertions. EVA Sleds and Thruster Packs have no appreciable IR signature. Rocket Packs and ships do; firing rockets will light up the IR sensors on a habitat's tactical network like a Christmas tree.

    Orbital Insertion
    How hard it is to do a stealthy orbital insertion depends upon how good the target's network of sensors is. A surface installation on a large body with only ground-based sensors is easier to sneak up on than an installation on a small body with a network of satellites or ground-based sensors covering the whole surface. A ship entering a planetary atmosphere will always generate a bright IR signature at the point of re-entry, but once in the atmosphere, it can stay hidden if it doesn't use rockets and isn't already locked on radar.
    We have ships that can re-enter a planetary atmosphere and land without thrusters already. The most familiar are American space shuttles. (And here shall be one of the rare instances where I defense said sorry piece of technology!) On re-entry, a space shuttle uses the planetary atmosphere to brake, then performs a series of S-turn maneuvers to further slow itself. It then lands like a glider. The space shuttle requires a long runway, but if you build a ship that can do a gliding re-entry and is stealthed against radar, then firing rockets to brake when you're either very close to the ground or on the other side of the planetary body from the target's sensors becomes a viable option for stealth insertions.
    The bad news is that this still relies on there being an atmosphere. The good news is that even a very thin atmosphere, such as Titan's, was sufficient for a combination of atmospheric braking and parachutes to bring the Huygens probe safely to ground. We don't describe ships that can glide in the rules, but GMs are welcome to introduce them. Bringing a ship in on a glide approach should require some tricky Pilot [Aerospace] rolls, along with Navigation rolls to land close to the objective. Groundside monitors watching sensors that could detect the spacecraft should receive Interfacing checks to spot the IR flare of a ship on reentry. From there, they may attempt to get a radar lock. Generous GMs might make this an opposed test.

    Stealth Approach in Space
    Sneaking up on a habitat or ship in space is the most difficult task described here, and in some cases might not be possible at all. The best option is to use RCS reduction and visual camoflauge in concert with cold gas thrusters like we have on present-day EVA suits. This mostly eliminates the IR signature and is really the only way to sneak up on a space habitat in a ship or EVA suit. The problem here is that the delta-V from a cold gas thruster is pathetic compared to a rocket, so the approach has to be really slow. If the target is a wide-open region of space with no cover than can occlude the incoming ship from sensors, the amount of time to cover the distance might be so long that the characters need to consider other options. Characters with Navigation or appropriate professional skills should be able to figure out whether such an approach is feasible very easily.
    If the target is situated in an asteroid field, a character who's a stone player with orbital mechanics can probably figure out how to use rockets while hidden behind another object to decelerate to a speed where the ship or EVA suit can drift toward the target and then use thrusters to stop. This should require some very difficult Pilot [Aerospace] and Navigation tests with detection by the target or missing it completely likely consequences of failure. If the characters succeed and avoid visual detection, though, sneaking right up to the target and then decelerating with thrusters is possible. Due to the huge distances involved (even within an asteroid belt), this should be a very slow method of approach, possibly taking days of game time.

    For a good description of the logistics of sneaking up on a spacecraft undetected, Stephenson's description in Anathem of the Avout boarding the Daban Urnud is pretty good stuff.

    And what if they get spotted?
    Well, then your PCs are in space combat. And as they should know by now, that's bad. Make the risks clear before they try this at home.
  • Things that Warped Us as Children

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    So, Eclipse Phase is kind of a weird game. Explaining it to people unfamiliar with the game commonly provokes one of two reactions:

    1) The person's eyes light up with excitement, and they say something like, "Wow, cool!" Then they start asking questions about the world, the mechanics, or whatever weird train of thought hearing about it inspired.

    2) The person cocks their head, gets a funny look on their face, and says, "That's, uh, pretty effin' weird. Where did you get the idea for this?"

    Well, people who have reaction number two, I'm weary of blaming my favorite sci-fi writers for our game's complex setting and unsettling themes. While they deserve a lot of credit, I decided to dig a bit deeper. So, for your amusement, I've questioned my fellow Eclipse Phase creators to produce this list of things that warped our little minds at an impressionable age, causing us to grow up to be writers, scientists, computer programmers, activists, and *gasp* game designers.

    John Snead: Dr. Who. "The third doctor is almost entirely responsible for my fashion sense."

    Lars Blumenstein: Captain Future, an anime series that aired on German Television in the early '80s.

    Tobias Wolter: Tobias cited several influences, including Star Wars (his first action figure was a Tusken Raider), Das Schwarze Auge, Twin Peaks, and The Smurfs (which seems incongruous together with the other three... until you really start thinking about it, and then it gets pretty weird).

    Me (Jack Graham): Allen Varney's weird-ass 1983 game Globbo. I played it the other night for the first time in about 20 years, and while there've been many bigger influences on my creative output, this one maps to EP in some bizarre and amusing ways.

    Rob Boyle: Rob cited a bunch of novels, including Edgar Rice Burroughs' Mars and Venus books. He read all of them around fifth grade or something. He even made his own dustcovers for a class project (which he claims to still have somewhere; I'm totally going to make him dig them up next time I'm in Chicago). Also, Heinlein's The Number of the Beast. (Rob's comment on this one? "Fucked up on so many levels. I was way too young when I read this.")

    So be careful what you let your children watch/play with/read.

    They might grow up to be game designers.
  • Tony Lee's Amazing Character Generator/Sheet

    Tony Lee, one of my esteemed playtest group (currenty holding the record for longest running Eclipse Phase campaign!), has engineered this monster of a character sheet in Excel. It crunches pretty much all of the numbers for you, and it prints rather nicely without demanding that you lay down an entire sheet of ink/toner for background images. Tony's obsessive enough that this should be pretty error free, but I'll start a thread in the forums (in the fan-generated materials section) to discuss any bugs people might find.

    D&D 4 character generator, eatcha heart out!

    Tony's Crunchtastic Excel Character Sheet, v01
  • Jack Graham bio

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    Real Name: Jack Graham
    Firewall Codename:
    Jake Carter
    Eclipse Phase Background Equivalency:
    Terraforming Line Tech/Barsoomian Technosocialist
    Previous Experience:
    indie sci-fi writer/publisher, co-author of 'Empyrean' (forthcoming far future posthuman SF RPG)

    About Me: I hate writing bios. I'd much rather be doing something I enjoy: biking through Boston traffic without getting doored, hiking, writing a story about a robot country singer, pwning your punk ass at strategy games, thrashing around to loud music, or maybe building a 12 meter tall wooden firefly and then burning it whilst people dance 'round it. I'm from Chicago. Currently I live in nrrdtastic Cambridge, Massachusetts, which is possibly the best place in the world for stalking scientists and picking their brains for ideas. I have pictures of the following people on my office wall (partial list): Gygax, Arneson, George de Mestral (the guy who invented velcro), Thomas Pynchon, Du Fu, Janeane Garofalo, and Jean Luc Goddard. I breathe the Kurzweil Foundation's news feed and poop self-aware nano ice cream.

    I'm throwing a Martian New Year's party this year on October 24 (roughly New Year's on the Darian Calendar). Everyone who plays Eclipse Phase is invited.

    Transhuman Interests:
    Let me tell you something about transhumanity: we're it. EP presents a worst-case hard take off singularity, because this makes for a good story. But we're already living in the midst of a soft take off singularity. The upheaval of intellect posited by Vinge is occurring, subtly, now, and the self-enhancing intelligence is us, not some berserk AGI. Want to be in on it? Go out and get an Android phone; discover how having Wikipedia, search engines, and a mapping program in your pants buffs your effective intelligence. We have a ways to go before this flower becomes fruit, but the game is afoot.

    Transhuman sci-fi and RPGs like Eclipse Phase provide a toolkit to explore the shape of things to come. What do we want out of the future, and what do we have to do to avoid fucking it up? I'm obsessed with questions like this: what happens when a "real" human falls in love with an artificial person? How will people adapt to the material abundance provided by nanotechnology and microfacturing? When we move out into space to live, not just to explore, how will it change our cultures... and what aspects of them will prove durable? How does physical deathlessness change one's outlook on life? Will everyone get a pony, or will we all be flesh eating combat drones in the future corporate cyberwar? Eclipse Phase challenges you to dig deep into these questions.

    Contribution to Eclipse Phase:
    Solar System gazetteer, most of the Accelerated Future chapter, drugs & narcoalgorithms in the Gear chapter, starter adventure, Mars chapter in Sunward (Inner System setting book), several of the faction logos, semi-official marketing ninja

    Favorite thing about Eclipse Phase:
    Finally, a game where when I ask the GM upon joining their campaign, "Can I be a brain in a vat?" (which I always do), they can say yes!
  • Schedule of Eclipse Phase Events at Gen Con

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    Below is a list of Eclipse Phase games scheduled for GenCon. All games will be held in the Hyatt Regency Ball Rooms E and F.

    We will also be hosting short booth demos of Eclipse Phase at the Catalyst Game Labs booth (#803). Stop by any time to sign up!

    Also, don't miss the Eclipse Phase seminar at noon on Saturday at the Marriot Indiana Ballroom E, where we'll discuss the future plans for EP, talk about the development process, and respond to any questions or feedback you have!

    Finally, EP line developer Rob Boyle, aka DJ Sprite, will be spinning at an Afterparty Saturday night. Come dance to some rhythmic noise, EBM, and other electronics! @ the Ugly Monkey, 373 S Illinois St., Indianapolis. $3, doors at 10pm.

    Eclipse Phase Games:
    Thursday
    8am-10am Intro to EP Table 2
    8am-10am Intro to EP Table 11
    10am-2pm An Inconvenient Death Table 2
    Noon-2pm Intro to EP Table 7
    Friday
    8am-10am Intro to EP Table 8
    Noon-2pm Intro to EP Table 2
    Noon-2pm Intro to EP Table 10
    2pm-6pm An Inconvenient Death Table 7
    2pm-6pm An Inconvenient Death Table 8
    Saturday
    8am-Noon Bump in the Night Table 3
    8am-Noon Bump in the Night Table 4

    Bump in the Night: People are waking with a small knot on their forehead. 3 days later, they disappear. It is up to you to discover what is happening and rectify the problem.

    Inconvenient Death: Dying on a mission really gets in the way of completing it.