jackgraham's Blog

  • Running the Game: 5 Martian Plot Hooks

    Martian Street SceneHere are some Martian plot hooks I would have crammed into Sunward if Rob had let me ramble on for even longer...
    • Workin' on the Railroad. As in the American West, railroads will be the key to opening up the Martian back country, and with it, the wealth of the planet. Heavy terraforming equipment, raw materials, and people all move most efficiently by rail. Sure, you can nanofabricate a lot of stuff in situ, but not everything. Railroads are big money, and the hypercorps controlling them play for keeps. Political intrigues abound where railroad rights of way are concerned, and there's a tension between the necessary upheavals of terraforming and the railroads' interest in creating transportation networks. Barsoomian terrorists don't mind targeting railroads when they think it will get their point across, and anybody who's watched Firefly knows that a train heist on a maglev rail system could make for a fun gaming session or two. What about the people building and maintaining the railroads? They're out in the high desert in isolated places -- in some cases not far from areas of past TITAN activity. And by the way, my teacher this week at Clarion West, Ian McDonald, has written two novels on Martian railroads. I hadn't read them when working on Sunward, but both are good inspirations for railroad-based plot lines on Mars. Desolation Road came out in 1988; the sequel, Ares Express, appeared in 2008.
    • East Coast - West Coast. Martian oligarchs don't always act their age -- which can be a pretty bad scene when the parties involved are 170 years old and incalculably wealthy. While much of the conflict over money, power, and influence in Eclipse Phase abstracts into the realm of the digital, good old fashioned territorial pissing hasn't died out. To understand Martian politics, it's important to remember that the big Martian cities are sovereign states, as well. The oligarchs behind the scenes don't like attention, but they all know each other -- and they hate it when a rival plays in their back yard. Characters caught up in these struggles can have a very bad day indeed if they take a job from the wrong person.
    • Space Elevator Murder Train. The Olympus Mons space elevator takes about as long as your average Transatlantic flight to get from Olympus to the counterweight -- and Mesh access is very limited during the trip. A lot can happen during that time, making a space elevator trip a great setting for the type of horror or suspense that works by having the PCs, a bunch of victims, and an antagonist confined in an isolated space together.
    • Never Call Up That Which You Cannot Master. The Ma'adim Valles Pandora Gate opens many times each day on alien worlds. Mostly, it's investigatory teams that come back -- when they come back. But sometimes, other things come back. Security is tight at Pathfinder's installation, but if an alien life form gets loose, it's free in an isolated area of craggy Martian canyon land. And Pathfinder is really going to want it back.
    • Unforgiven/Tombstone/The Quick&the Dead/Straight to Hell/Sukiyaki Django Western. Mars is a frontier world, and people living in the back country have -- very consciously -- adopted the styles of the American Old West. Never mind that most of the population is ultimately of Asian descent; for some reason, people still love cowboys. At the same time, the Martian frontier actually does have a lot in common with the Old West, from the limited reach of the law in isolated back country settlements, to the demands of survival in an arid, rugged land. With this in mind, GMs can have a lot of fun lifting plots from familiar westerns and deploying them on the Red Planet. Kimchee Western, anyone?
    Enjoy Sunward, and have a good time on Mars! We've all worked really hard on this product, and it's awesome to finally see it in people's hands.

    Image from Sunward by Hideyoshi.
  • Eclipse Phase night at Gamma Ray Games, Seattle

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    Eclipse Phase writer and sometime online marketing helper monkey Jack Graham (that's me) will run one awesome session of EP this Thursday, 7/22/2010, at Gamma Ray Games in Seattle's Capitol Hill neighborhood.

    It'll be at 6:30 pm. Please ping the game store on their Facebook page to RSVP.



    Sorry for the short notice on this. I've been doing the Clarion West writer's workshop, and gaming, like sleeping, eating, and shaving my beard, has taken a back seat to writing sci-fi.

    We'll be playing Doctrine, the scenario that I wrote for Gen Con this year. Secret Club Date! Sneak Preview! Holy Cats, Octomorph!

    Hope to see some of y'all there.
  • [April Fool's Post] Posthuman Studios Acquires License for Iron Sky RPG

    Trigger Happy Lawyers, Please Take Note: This post was an April Fool's joke, and as such is a work of parody. I wish we didn't need to include such a disclaimer, but we live in a litigious world.

    FOR IMMEDIATE RELEASE

    Posthuman Studios is pleased to announce the addition of Iron Sky as an alternate setting for the Eclipse Phase RPG. Initial plans call for the release of a core book porting the Iron Sky setting to the Eclipse Phase rules engine, followed by two supplements in 2010 and early 2011.

    What will Eclipse Phase: Iron Sky look like?

    "Basically, you're a Space Nazi," said lead developer Rob Boyle. The core game will feature one playable race (Aryan), a wide range of Space Nazi morph types using Eclipse Phase's unique resleeving mechanics, and a wealth of setting material on the Moon, Earth, and other places where Space Nazis go on Space Nazi adventures.

    "After a white supremacist web site posted comments critical of some of the left wing political activities of Eclipse Phase writers, we felt it was necessary to reach out to this community," said developer Brian Cross, "Doing an Iron Sky RPG seemed like a great way to show that we're not necessarily the pinko race traitors we've been made out to be."

    Eclipse Phase: Iron Sky offers several improvements over the core Eclipse Phase setting, including a space combat system, simplified character creation (who needs 1,000 customization points when all PCs are blond haired and blue eyed?), and an all-white production team -- now with more Germans!

    "I'm really psyched about how this book is going to look," said lead designer Adam Jury, "German blackletter fonts are fucking sexy, and they're impossible to read, which means less whining from the fans about typos!"

    Posthuman will being releasing Eclipse Phase: Iron Sky material in late 2010. Pre-orders for this revolution in science fiction RPGs will begin in July, 2010.

    Eclipse Phase writer Jack Graham added, "Yep, we're kidding about this. Happy April Fools Day. Oh, and fuck you, Nazis!"

    The real Iron Sky web site is here, and it actually looks like a pretty awesome movie which we're looking forward to seeing. Here's hoping the studio's lawyers realize this is fair use and don't sue us!
  • [REVISED] Schedule of Eclipse Phase Events at PAX East

    UPDATE: I had to make some schedule changes. Real quick: 2 hour demo is now on Saturday; 4 hour game is on Sunday (same time slots).

    Below is a list of Eclipse Phase games scheduled for PAX East. PAX East will be happening at Hynes Convention Center in downtown Boston from March 26-28 (this weekend!). Badges are mostly sold out, but if you've got one, come play Eclipse Phase! I'll be running two brand spankin' new scenarios. The longer event, "El Destino Verde" incorporates some of the background on Mars I wrote for Sunward.

    PAX doesn't guarantee table space unless you're running a tournament or paying them for it (weird, right?), so I'm going to be running this in the free play area. If you have a jeejah, I'll be using the EP twitter account to provide more precise location details once I know where I'll be. I'll also be working as a PAX Enforcer all weekend in the tabletop area, so stop by and say hello!

    Eclipse Phase Games:
    Saturday, March 27
    10am-12pm
    Hypnagogia Demo (2 hours)
    Sunday, March 28
    10pm-2pm El Destino Verde
    Full slot (4 hours)

    Demo: I'll be running a new two hour demo scenario, "Hypnogogia."

    El Destino Verde:
    Martian workers with genetic faults in their morphs have been turning to traditional Chinese medicine for a quick fix. But what's the secret ingredient in the special sauce?
  • Schedule of Eclipse Phase Events at PAX East

    Below is a list of Eclipse Phase games scheduled for PAX East. PAX East will be happening at Hynes Convention Center in downtown Boston from March 26-28 (this weekend!). Badges are mostly sold out, but if you've got one, come play Eclipse Phase! I'll be running two brand spankin' new scenarios. The longer event, "El Destino Verde" incorporates some of the background on Mars I wrote for Sunward.

    PAX doesn't guarantee table space unless you're running a tournament or paying them for it (weird, right?), so I'm going to be running this in the free play area. If you have a jeejah, I'll be using the EP twitter account to provide more precise location details once I know where I'll be. I'll also be working as a PAX Enforcer all weekend in the tabletop area, so stop by and say hello!

    Eclipse Phase Games:
    Friday
    10am-12pm
    Hypnogogia Demo (2 hours)
    Saturday
    10pm-2pm El Destino Verde
    Full slot (4 hours)

    Demo: I'll be running a new two hour demo scenario, "Hypnogogia."

    El Destino Verde:
    Martian workers with genetic faults in their morphs have been turning to traditional Chinese medicine for a quick fix. But what's the secret ingredient in the special sauce?
  • Playing the Game: Can I be a Collective Mind?

    Jerry G. on our Facebook page asked, "Any thoughts on how you would do a Borganism PC?" I really ought to be working on the opening fiction for Hotfix right now; thank science for this enticing distraction! So, to complement the GMing posts I've been doing, my first post on being a player...

    First off, definitions: a "borganism," according to Wiktionary, is, "An organization of autonomous organisms that exhibit collectivism: individual "units" that have merged to yield a unified construct. Such an amalgam may possess a collective consciousness, arguably an emergent phenomenon of social networking." (I had to look it up, although I had a feeling from the morpheme "borg" what it meant).

    Sure, why not? Eclipse Phase is made to allow this type of experimental character. Much of what you need is already in the Core rules, and you can make up the difference with a little help from a cooperative GM. Now if you want to play a Borgy borganism that goes around assimilating people, you're going to need some house rules. But that'd be pretty antisocial for a PC, so let's assume you want to make a colony mind that's friendly toward those outside of it.

    The possibility of emergent consciousness fascinates me. Hell, if you believe Marvin Minsky, we're all in effect colony minds made of many agents, and consciousness is just our analog to a CPU scheduler. If you look at it this way, the challenge has more to do with role-play than with the rules. You should lay out for yourself how your colony mind arose in the first place, what its constituent pieces want, and how strong various "factions" within it are relative to others.

    Do the mental agents who take an aggressive tack toward the world outside their society of mind hold sway, or is there a faction of mental agents who just want to get along? Do agents that control making long-term plans tend to win out, or is your organism more one that reacts quickly to its environment? Really what you're doing is making a whole bunch of characters, making them share the same body, and then deciding who wins out in certain situations.

    As far as mental traits/augmentations, several jump out as useful for representing this type of character: Multiple Personalities, Multitasking, and Oracles. Multiple Personalities lets you give different factions of agents within the character's mind their own skill sets. Multitasking reflects well the multi-threaded nature of the character's consciousness. Oracles is written in the rules as a subservient nano-colony that filters your experiences and reports back, but in a character like this, it could have a will of its own. There are a number of other mental traits and augmentations in the book that could apply if you simply keep their game mechanics effects but change the explanation of how they work under the hood to reflect a colony mind.

    But I have a feeling what you're really after are some ideas for physically representing the character's mental state, and here you've already got three good options in Core rules (and again more, if your GM is on board):
    • Swarmanoid. The most obvious morph choice. In a character based on an emergent social consciousness, you can presume that rather than a single ego having been downloaded into the swarm, this particular swarm had been  programmed to operate autonomously (perhaps under the control of a number of pre-sentient AIs) and then, through complex interactions of the various agents, emerged to consciousness on its own.
    • Flexbot. Similarly, a flexbot doesn't have to have been created in one piece. It could have started out as part of a swarm of autonomous bots that emerged and joined together to make a colony.
    • Multiple pod morphs. This is a high-CP option, probably most appropriate as a long-term goal for a singularity seeker or similar character. Basically, take a bunch of pods (and/or synths) and equip them with ghostrider modules and puppet socks (which I think all pods come with stock anyway). Install a non-sentient AI in their cyberbrains to control autonomic functions. Then have a body-hopping infomorph that lives in one of the ghostrider modules and uses jamming/teleoperation on the rest of the bodies to control the group. That would be the game mechanics explanation; you're of course free to say that the consciousness is spread over the bodies and contributed to in varying degrees by the controlling AIs.
    Hope that helps! Happy hiveminding!
  • 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.