Friday, 21 May 2010

Humaniti

Cover of GURPs Traveller: Humaniti by Loren K. Wiseman and Jon F. Zeigler

GURPs Traveller: Humaniti
Compiled and Edited by Loren Wiseman and Jon F. Zeigler


A lot of Traveller people don’t like GURPs as a roleplaying system and, consequently, never considered GURPs Traveller for their Traveller needs in the dark years between the fall of GDW, when the oceans drank Atlantis, and the rise of the Geese of Mong. Funny thing is though, a lot of other people love GURPs and play GURPs Traveller, as is evident by the very active GURPs Traveller board that Steve Jackson Games hosts. Interstellar Wars, the first GURPs Traveller product for GURPs 4e, did not, apparently, sell as well as was hoped and this has, sadly, rather put the kibosh on further Traveller products, but SJG still keeps much of their existing Traveller product line in print. GURPs Traveller: Humaniti is one such item and I was fortunate enough to pick it up a year or so ago from SJG’s excellent Warehouse 23.

For the Traveller fan, sixteen Human Minor Races are presented in Humaniti in sufficient detail to make for interesting, and alien additions to a Traveller campaign. Most of these Minor Races have appeared in earlier Traveller publications, such as the original Journal of the Travellers’ Aid Society or Challenge magazine, but this is the first time that they have been brought together in one place and examined in detail.

The origins and history of each race are presented, along with their physiology and appearance. Languages; naming conventions; society and government; and technology and trade are all considered, and maps of the homeworlds of several of the races are included. Finally, each race is presented as a template for GURPs Traveller character generation, which is fairly easy to convert to other versions of Traveller with a little thought and some common sense. It should be stressed that this is a very rules-lite Traveller supplement and its value lies chiefly in its text.

I am very satisfied with GURPs Traveller: Humaniti and look forward to being able to introduce some of these Minor Races into my campaign.

Sunday, 2 May 2010

Accidents in Astrogation: Gamelea Subsector #3

Gamelea Subsector
Gamelea Subsector consists of 17 systems, 16 of which are part of the Duchy of Gamelea and under Imperial control. The 17th system, Kalar-Wi, while nominally under Imperial occupation, is in the process of being returned to local rule under the terms of the treaty that concluded the Kalar-Wi War of 1103 – 1105.

The subsector has a population of 142.7 billion (1.427 x 10^11) sophonts of which 99% are human, or of human descent. The three minor races native to the subsector; the Kalar-Wi, the Rimbaur of Rimbaud II, and the Julnari of Julnar, only number some 92.3 million, of which 91 million are Kalar-Wi.

The most densely populated world in the subsector is Bryak with a population of 99.9 billion. The next most populous world is Gamelea, the subsector capital, with a population of 29.3 billion. The highest tech systems are Gamelea and Julnar with a Tech Level of 15 (F). Syndon IV is a Red Zone and an Imperial reservation. Interdiction satellites, deployed to protect the Tech Level 2 native culture, orbit the planet. The Kerak system was abandoned in the 1080’s, and its main starport mothballed, when the marginal mineral deposits paid out. This retrenchment caused the fragile economy of neighbouring Tulvan to slide into a three-decade long recession.

There are two main language groups within the Gamelea Subsector, Vriok - the main Kalar-Wi language spoken on Kalar-Wi and the worlds of the old Kalar-Wi Empire, such as Varch, Anthorann and Rimbaud II – and Imperial Basic – the standard language form of the third Imperium. Imperial Basic is further divided into regional dialects that are drifting apart through the natural evolution of living languages.

There are three main dialects of Imperial Basic:
1) Gamelea Imperial Basic: - spoken in the Gamelea Cluster (Kalath, Feor, Vanvlack VII, Gamelea and Ventura), and on Varch, Anthorann, Rimbaud II and Bryak. Both Anthorann and Bryak have strong local accents and the Anthorannis have picked up a lot of Vriok loan words after some 70 years of Kalar-Wi rule.
2) Cassingal: - a dialect of Gazolin Imperial Basic, Cassingal has spread over the coreward border of the Gamelea Subsector and is spoken on all the worlds of the Julnar Reach. Gamelea Imperial Basic speakers and Cassingal speakers can understand each other, though quietly laugh at each other’s accents and spelling conventions.
3) Nolgor Imperial Basic: - spoken on Canblyne and Gilanda and indicative of these two worlds cultural links to the populations of the Nolgor Run to Trailing of Gamelea Subsector.

Other minor languages include Kalton, the native language of the Rimbaur Minor Race of Rimbaud II; Arkord, the native language of the primitive humanoid Arkordi of Syndon IV; and Oloro, the native language of the amphibian Julnari of Julnar.

Tuesday, 27 April 2010

Would you like some Science with your Fiction?

Map of Martian Canals from the Illustrated London News

A good friend of mine works for a certain large media organisation in London. Today, he kindly sent me a
Link to a rather nice resource page.

Enjoy.

Sunday, 25 April 2010

My! You are very tall!

Character Height and Mass

While reading the GURPS: Traveller supplement Humaniti I came across a nifty system for establishing the height and mass of a player character. This article is a conversion from GURPs: Traveller to Classic or Mongoose Traveller for Human or Humanoid characters.

First, work out the character’s Height and Mass based on his Strength score. Adjust these in accordance with any racial descriptors.



















































StrengthHeightMass
25’1”/152.5 cm110 lbs/55 kg
35’2”/155 cm120 lbs/60 kg
45’3”/157.5 cm130 lbs/65 kg
55’4”/160 cm130 lbs/65 kg
65’5”/162.5 cm 135 lbs/67.5 kg
75’6”/165 cm135 lbs/67.5 kg
85’7”/167.5 cm140 lbs/70 kg
95’8”/170 cm145 lbs/72.5kg
105’9”/172.5 cm150 lbs/75 kg
115’10”/175 cm155 lbs/77.5kg
125’11”/177.5 cm160 lbs/80 kg
136’0”/180 cm165 lbs/82.5 kg
146’1”/182.5cm170 lbs/85 kg
156’2”/185 cm180 lbs/90 kg



For each 1”/2.5 cm of height over 6’2”/185 cm, add 10 lb/5 kg to average mass. For female characters, subtract 2”/5cm from height and 10 lbs/5 kg from mass.

Determine the surface gravity of the race’s homeworld and the character’s birthworld. Surface gravity is defined as heavy (more than 1.5G), normal (0.71 to 1.5G) or light (0.7G or less). The formula for working out surface gravity of a planet is G=K*(D/8) where G = Gravity at planetary surface, K = Density of planet (Earth has a density of 1)and D = Diameter of planet (as per UWP).

Once the surface gravity of the race’s homeworld and birthworld have been determined, adjust the character’s Strength and Endurance, and Height and Mass in accordance with the following comparisons:

Heavy Homeworld Gravity, Normal Birthworld Gravity
Reduce Strength by 3 and Endurance by 1
Increase Height by 20% and decrease Mass by 20%

Heavy Homeworld Gravity, Light Birthworld Gravity
Reduce Strength by 5 and Endurance by 2
Increase Height by 20% and decrease Mass by 20%

Normal Homeworld Gravity, Heavy Birthworld Gravity
Increase Strength by 3 and Endurance by 1
Reduce Height by 20% and increase Mass by 25%

Normal Homeworld Gravity, Light Birthworld Gravity
Reduce Strength by 2 and Endurance by 1
Increase Height by 25% and decrease Mass by 20%

Light Homeworld Gravity, Heavy Birthworld Gravity
Increase Strength by 5 and Endurance by 2
Reduce Height by 33% and increase Mass by 60%

Light Homeworld Gravity, Normal Birthworld Gravity
Increase Strength by 2 and Endurance by 1
Reduce Height by 20% and increase Mass by 25%

Sources:
GURPs 3e by Steve Jackson - Steve Jackson Games
GURPs: Traveller by Loren K. Wiseman - Steve Jackson Games
GURPs: Traveller Humaniti by Loren K. Wiseman and Jon F. Zeigler - Steve Jackson Games
The Traveller Book by Marc W. Miller - GDW

Thursday, 22 April 2010

A Random Entry



I am a d10


Take the quiz at dicepool.com



You are a d10: You are analytical, rational, and logical. You see the world around you as a succession of problems that can only be navigated via insightful and elegant solutions. You insist on precision are often forced to waste valuable time correcting others. Your attention to detail is extraordinary, and will sometimes focus all your attention on details that others consider unimportant. You are not so interested in doing the right thing, as you are in finding the best way to do it. In other words, you're a complete nerd.

Hmmm, not sure if this is accurate or not.

Tuesday, 6 April 2010

Uzlatsizurtou? How do you pronounce that?

Trokh random word generator from Alien Module 1: Aslan


Some thoughts on Languages in Traveller

I still fondly recall the Cantina scene from the movie Star Wars (or Star Wars: A New Hope). Aside from the plethora of aliens in the taproom, there is the famous encounter between Han Solo and the Rodian bounty hunter, Greedo. While Solo speaks “English”, Greedo answers him in an alien language (Huttese, I believe), but both can obviously understand each other. The reason for this may be as simple as that they are both running translation programmes on their handcomps and listening to the translation through an ear bug. Greedo the hapless bounty hunter. Image from Wookieepedia, and Lucas FilmsAlternatively, Solo may very well understand Huttese (described elsewhere as a criminal dialect) but can’t, or won’t speak it, while Greedo, for similar reasons cannot, or will not, speak “English”.

I am not a linguist, but I admire the work of those who are, especially those who have chosen to invent their own languages. An imaginary language that has been conceived of as a series of vowel, consonant and syllable sounds, and that follows logical rules for grammar and structure, can add depth to a story or a roleplaying game. Anyone can call a planet ‘Myxpltic’, and the name may even look okay on the page, but roleplaying games are essentially language games and if you can’t pronounce the name you’ve created, or can’t imagine how the word sounds, then it might as well be called ‘Mud’ as far as your players are concerned.

Traveller has a number of Alien Major Races, and innumerable Minor Races. And just as it is important that these aliens should “look” alien, and not just ‘people in rubber suits’, so they should have languages that reflect both their culture and history, as well as how they physically form sounds to communicate. Several of the Classic Traveller Alien Modules – Aslan, Vargr, K’kree, and Droyne – explored the concept of languages for these races and even went as far as defining the frequencies of vowel and consonant sounds which, in turn, suggested how these languages would sound. Handy little random tables were included in the original Modules that allowed players and referees to construct syllables in the various languages and, by stringing these syllables together, to construct words.

As far as I’m aware, it was only in Alien Module 3: Vargr that we saw extensive treatment of an alien language – in this case Arrghoun, an obscure Vargr dialect – complete with rules for grammar and a Vocabulary. While working on scripts for The BurrowWolf webcomic, I decided that I wanted to have some Vargr characters speaking a Vargr dialect, with English subtitles. Therefore, I shamelessly borrowed the Arrghoun Vocab and converted it into a searchable document. I then added words to the Vocab, as I needed them for my story, by simply generating blocks of one, two and three syllable words with Space Corsair’s Traveller Alien Language word generator, stacking the word blocks in another file, and then using the words I liked the look of.

When a certain critical mass of words had been generated and defined in my vocab, I began to notice two effects. The first was that I was consciously trying to put myself into the mind of a Vargr and think how he might describe something, what expressions or turns of phrase might be Vargr cultural shorthand for expressions we use such as “How’re you going?” or “What’s happening/what’s up?” The second effect was that faced with the need for a new word, I would carefully look through my Vocab for synonyms. Could an existing word have two meanings, depending upon context, or could there be a root word that, with a different ending, would become the new word I needed? For example, vonutoea is Arrghoun for ‘star’, vonutoe dzourrgh is ‘starship’ and vonutoevargr is ‘starfarer’. Therefore vonutoelouthghu is ‘starport’, and my contribution to the work of Messers Keith, Miller and Harshman.

Arrghoun is a very simple language and pretty much works on a straight word substitution method – there a couple of simple rules for conjugations, person, adjectives, and plurals, but it is consistent, and fun to use. More importantly from my perspective, it allows me to introduce something a little exotic and alien into my Traveller campaign. The downside of this approach to language is the shear amount of work required to build a half decent vocabulary. With several other Major Races active in my campaign, as well as over half a dozen Minor Races I could quite easily spend the rest of my life fooling around with words and never have any time for playing.

Another approach to language is that which I’ve used for my Aslan character Ahkalhyo in the Reaver’s Deep PbEM game I’m playing in. From what I understand from Classic Traveller Alien Module 1: Aslan, Gurps Traveller: Alien Races 2, and the MegaTraveller Solomani and Aslan book, Trokh, the Aslan language, is a very complicated communication form, with layers of meaning, subtle status indicators and non-verbal components involving tail and ear positions and stance. I have found a very limited Aslan Vocab on-line, but it was not a lot of use for what I wanted to do.

Fortunately, Ahkalhyo is working as a pilot for a human crew. By attempting to use a formal narrative style for his in-character posts, I have tried to indicate that his grasp of Galanglic is not very broad or colloquial. I have also had a bit of fun creating Trokh words for favourite foods, holo-vid dramas and other such personal things that would leak through into his narrative. All new words, with their meanings, are noted in a list I keep on his character sheet so that I keep the references consistent, and can find the words again for later posts. With this collection of Aslan technical and personal terms I can, again, introduce something a little exotic and alien into the game I am playing in.

If your Traveller Universe has some form of the Third Imperium (or other large stellar Empire), then you probably already have some form of “standard’ language – be it Galanglic or, in my Traveller campaign, Imperial Basic. All citizens of the Stellar Polity will speak the main language but, to add a little colour and flavour to the campaign setting, they may very well speak it with a regional or cultural accent. In the Third Imperium there are various cultural areas, reflecting historical ethnic settlement, now rolled into the Empire. For your campaign, look for possible settlement patterns in the history of your subsectors, or for possible centres of economic power. A High Population world will probably dominate the worlds within Jump-2 of it by shear numbers, a High Tech/High Population world might dominate all worlds within Jump-4 of it, while a High Tech/High Population world with an A Class starport may extend its cultural domination up to Jump-6, or along a Reach or Main. By shear weight in numbers and by economic might, the world in question will act as a focus for culture and power, and possibly as a point of origin for the populations of smaller colony worlds.

For example, in the Gamelea Subsector of the RimWorlds all Imperial citizens speak Basic. In the Gamelea Cluster, which is dominated economically and by population by the Tech Level 15 system of Gamelea (something like 90% of the population of the cluster are resident in the Gamelea system), and where all the worlds within the Cluster are Jump-1 from Gamelea, the Gamelean dialect of Imperial Basic predominates. Both Ventura and Feor, with large populations of their own, have their own accents, but their populations still speak Gamelean Basic. Bryak, Jump-2 from Gamelea, actually has a larger population than Gamelea but is only Tech Level 9. Therefore, its ‘area of dominance’ is pretty much restricted to its own system – Bryakis speak Gamelean Basic but with such a heavy accent that Bryaki Basic is a strong contender to be considered as a separate dialect.

So, how might we reflect languages and dialects in game mechanic terms? How can languages be made to work in your Traveller game? Mongoose Traveller has a Language Skill and one can take levels in a language (becoming more fluent at the language), or acquire more languages. No such skill exists in Classic Traveller but I would be inclined to permit a player to convert one level of Steward or Carouse Skill into Language Skill. In this case I am interpreting Language Skill as ‘having a facility to learn languages’.

A character will have a native language to Level 3. Characters with Education of 9+ automatically increase their native language to Level 4 at no cost. Characters with Education 12+ automatically increase their native language to Level 5 at no cost.

Cover of GURPs: Traveller Far TraderHaving gained a ‘facility to learn languages’, the character averages her Intelligence and Education stats to produce a point pool. This point pool can be used to buy languages, or to increase the character’s fluency in an already purchased language.

Fluency levels are measured thusly:
Level 1: Basic Communication – “Where this?” “How much?” “Where food?”
Level 2: Average Communication – “ I needs hydropump for this many days” “You want how much for that?” A poorly educated native speaker (Education 3 – 5) with limited vocabulary. Otherwise, speaks with a heavy accent of origin and tends to mangle syntax or grammar.
Level 3: Good Communication – Native speaker with average education (Education 6 – 8) and vocabulary. Otherwise, speaks like a native, though still retains accent of origin.
Level 4: Excellent Communication – Native speaker with advanced education (Education 9 –11) and expanded vocabulary. Otherwise, speaks like a well educated native and able to debate history, art, poetry, politics, etc. Still retains a trace of accent of origin, though usually not noticeable to a native speaker.
Level 5: Superb Communication – Native speaker with superior education (Education 12 – 14) and extensive vocabulary. Otherwise, speaks like a well-educated native. Has possibly studied older forms of the language and can make allusions to classical authors, etc.

For example, Eeather gains Language Skill during character generation. She has Intelligence 9 and Education 8. Averaging her two stats, she has a point pool of 8 to play with. As a native of Feor, she already speaks Gamelean Basic (with a Feorian accent) to Level 3. Eeather is a Merchant and decides that picking up a couple of extra languages could be a good career move. Passage through Kalar-Wi space opens markets in the Cabria and Lymethius subsectors so she decides that taking Kalar-Wi to Level 2 for two points is a good starter. Beyond Kalar-Wi lies the Aslan Huiha Esoyatre in Lymethius subsector, so Eeather takes Trokh Esoyatre to Level 4 for four points, as Aslan, while pretty touchy about matters of pride and honour, respect someone who respects their language and culture. With her final two points, Eeather takes Trade Lingo, a pidgin language commonly used by merchants moving to and fro across the Imperial Border.

In summary, Eeather speaks:
Gamelean Imperial Basic Level 3 (Feorian accent)
Kalar-Wi Level 2 (Heavy Feorian accent)
Trokh Esoyatre Level 4 (Minimal Feorian accent)
Trade Lingo Level 2 (Heavy Feorian accent)

As a Merchant Broker or Factor, she will be an asset to any ship crossing the Imperial Frontier.

Characters without Language skill can learn a new language, but only at the same rate that they would learn any other new skill. Such characters also have a Language points pool of the average of their Intelligence and Education stats. They can only spend their pooled Language points as they have time to learn a level of language – this can be from a native speaker or from tape or wafer, and real time or through hypnosleep. The best time to learn new languages is obviously during the enforced idleness of a space trip.

If one of the first actions of your players when they hit dockside in your Traveller campaign is to check out the chipware markets for language chips for their handcomps, or to start haggling with the local chandlers in their own dialects, then language has become a flavour beyond vanilla in your story telling.

And Uzlatsizurtou is an Arrghoun word meaning ‘to be certain’ and is pronounced:
“uz-lo-sur-zur-tow” (the last syllable rhymes with ‘pow’).

Tuesday, 23 March 2010

Agents

Cover of Mongoose Traveller Book 5: Agent - image pinched from the Mongoose website

Mongoose Traveller Book 5: Agent
By Bryan Steele with additional text by Gareth Hanrahan


After thoroughly enjoying Mongoose Traveller Book 4: Psion, I was really looking forward to Book 5: Agent. And now that I’ve nearly finished it … I feel a little disappointed. On the whole, Book 5: Agent is a good book, and there are a lot of useful ideas and metagame pieces throughout it, but some of the incidental writing really puts my teeth on edge. It would appear to be written by someone with little idea of what an Agent might possibly do, outside the obvious Law Enforcement and Spy fields.

Taking the Agent career from the Traveller Core Rules, with its three assignments of Law Enforcement, Intelligence and Corporate, as its starting point, Book 5 expands this to six career tracks – each with three specialisations. The career tracks are: Law Enforcement; Investigator; Spy; Analyst; Corporate; and Bounty Hunter.

And therein lies the first problem – terminology. To me, Investigator and Analyst are actually specialisations that should be slotted into one of several of the other four career tracks. The context in which the term Analyst, for example, is used within the generation system implies a Political Agent/Police role that is rather at odds with the geeky, pattern recognising, glasses wearing, egghead we expect to see, especially with the Handler specialisation of the Analyst career path being described as a political bodyguard.

A nice touch, as part of the character generation tables associated with the new Careers/Specialisations, is the characteristic Trust. Trust is a measure of how well regarded and in good standing the Agent is with his/her agency – this translates into how much good kit/support the Agent can pull down as required for a mission.

After a confused section on Agencies, which manages to be both vague and uninspiring, but which does give nice examples in how Trust might be used by Agents working at various levels and in various Agencies, we reach ‘The Law in Traveller’ chapter. Again, after a rough introduction, there are a number of nice little abstract mini-games which allow an Agent character to accumulate evidence in a case and run the case through trial to sentencing – perfect for play-by-email or downtime housekeeping when the rest of the group is gearing up to do something else.

The following Espionage section attempts to round out Espionage agents in a similar fashion and, again, while there are good ideas, the writer seems rather unclear about how he envisions Espionage Agents to operate in wider society – ranging from extreme cynicism through a confused ramble about whether Espionage Agents serve the state or the politicians, and then rephrasing the role of Espionage Agents under several different terms and headings. Again, the mini-game that accompanies this chapter salvages it from being thrown across the room in frustration.

And then we come to the Corporate Agent. The writer assumes that corporations will wage war upon each other like medieval city-states, complete with mercenary assaults and corporate assassinations, and so completely misses the standard Traveller/Science Fiction trope of the corporation strong-arming the weak government - colonial or otherwise. Again, there are nice ideas buried in this chapter that can be sifted out, but the writer’s version of corporate wars owes little to any science fiction I’ve ever read.

By the time I got to the Bounty Hunter section, I was mentally prepared for the dumb-ass intro. The writer makes the assumption that Bounty Hunters are some form of Government Agent, missing the point that Bounty Hunters are actually licensed contractors, or sub-contractors, doing the messy work that Government Agencies don’t have the manpower to do. Why would a government agency pay a bounty to an employee? A government agency pays a bounty to a licensed contractor because the contractor carries all the overheads for the mission. Again, there are nice mini-game elements for working out how long a Bounty Hunt mission might take, and getting the character to roll skill rolls to accumulate effect numbers to solve the case is neat, too. But I still prefer the Bounty Hunter character career from Spica’s Career Book 1.

The Agent Technology chapter had some nice new toys, as well as a neat system for rolling up Q-type technological gadgets for the Agent to trial in the field. The tech section is rounded out with deck plans for a couple of starships that agents might find useful.

So, Book 5: Agent is, in my opinion, a mixed bag. The metagame elements are nearly worth the price of admission in, and of, themselves, yet other parts of the book lack depth and thought and leave me with the sneaking suspicion that there was a deadline crunch and Mr Hanrahan had to step in to get the project to press. Of course, this is pure supposition on my part here, and I may be very wrong.

I would suggest getting the pdf as a matter of course so that one can take advantage of the very useful metagaming elements in one’s own campaign. Shelling out for the hardback book is a closer call. I would suggest having a look at the book first and seeing if it meets your needs before dropping cash on it.