Roleplaying game

By favouredenemy, in Twilight Imperium 3rd Edition

Hello,

I'm looking into running a Twilight Imperium-based roleplay game. I've got a bunch of ideas running around my head, but currently I'm playing with the idea that the players are the crew of a Federation of Sol Destroyer, sent out into the galaxy to re-explore. I'm thinking of having 8 linked missions in a short campaign, each of which will be based off the strategy cards.

Does anyone on this board have any input about the idea? Would people be interested in looking at a typed up and published version of the game, once finished?

Another idea I've seen earlier is to have th players as the crew of a Mentak pirate raider. Then you can have different races as PCs.

For 'mission' type adventures you can also use Action Cards as you inspiration.

What game system would you use?

You might be interested to know there was an actual Twilight Imperium RPG published by FFG some years back, but it is dated and was not very polished to begin with.

I recently participated in a Traveller RPG game based in the Twilight Imperium setting. It was a lot of fun and using tiles and planet cards from the board game as props really helped.

I tend to make an rp system to go with the games I'm running these days. I'll usually start with Unisystem as a base, as I like the core mechanic, and have found that the system is fluid and nearly invisible.

Unisystem relies on stats (Str, Dex, Con, Int, Perception and Willpower) + skill + d10. Average human stats are 2, with the maximum being 5. Skills range about the same way - 2 means you've had some experience in whatever, and 5 means you're an expert. An average difficulty for a task would be 9. There are also success levels, so for every 3 that you beat the difficulty by, your action is correspondingly more awesome.

Last night, though, I had a bit of a brainwave. For ship-side stuff, I'm going to give each character a control panel. Using the example of the 'engineer', I'll have a diagram of the ship, with a bunch of different systems labelled on it - engines, shields, guns, etc. In combat, they'll be able to fiddle with all the settings: shields need more power? Well, we don't need to be going so fast now. Going for one last powerful shot before the enemy ship's destroyed? We don't need life support for a couple of minutes... I will probably have it that for each level of success, you get to move one counter around.

I had heard there was a Twilight Imperium rp game when I first thought I'd want to run one. I read the review on rpg.net, and decided I probably didn't want to look at it - and the setting info might also be dated what with us being in 3rd edition - and for setting stuff, I tend to alter to my needs a bit.

I only have a limited amount of time to run this game, due to other game-running commitments I have, and I think having the structure of 8 strategy card inspired missions makes it very neat. I'm running in TI3 because I love the board game, and it saves me having to name a lot of other random things like ships, races, and so on. Since I'm running in it, I'm going to make **** sure I reference it as much as I can, so action cards are definitely getting a look in.

favouredenemy said:

Hello,

I'm looking into running a Twilight Imperium-based roleplay game. I've got a bunch of ideas running around my head, but currently I'm playing with the idea that the players are the crew of a Federation of Sol Destroyer, sent out into the galaxy to re-explore. I'm thinking of having 8 linked missions in a short campaign, each of which will be based off the strategy cards.

Does anyone on this board have any input about the idea? Would people be interested in looking at a typed up and published version of the game, once finished?

There are two current TI3 RPGs running on the ti3wiki forums.

Since several of the threads are under the PBeM section, you will need to register to view them.

The first is Privateers RPG run by Mike_Evans:

http://app.fantasyflightgames.com/ffgforums/posts/list/5700.page (part 1 on the old FFG forums -- worth a read)

http://www.ti3wiki.org/forum/YaBB.pl?num=1227373577 (part 2 on the wiki)

The second is Downfall RPG run by Stefan:

http://app.fantasyflightgames.com/ffgforums/posts/list/16879.page (recruitment thread with info on RPG on old FFG forums)
http://app.fantasyflightgames.com/ffgforums/posts/list/16925.page (start of RPG on old FFG forums)

http://www.ti3wiki.org/forum/YaBB.pl?num=1231621478 (actual RPG on the wiki)

http://www.ti3wiki.org/forum/YaBB.pl?num=1227863991 (setup and OOC page on the wiki)

Thanks for the linking Beren!

The RPG Mike is running involves the players on a Mentak ship, as far as I know, while mine let's the players be the rulers of htebig, million-inhabitants-space-stations of Meer trying to remain their independence in the center of the ever-expanding major races like Sol und Hacan. The game is relatively new and still allows new players, should someone be interested.

Yes Uni-system would definately be the way to go if your looking at systems. I started to create stats and what not for my game I was about to run but things got busy and I was not able to finish it.

Working on this more now, as my time is freer and I remain enthused.

----------------------------

Mecatol Rex once had a giant supercomputer that generated massive 'space-lanes', radiating outwards across the galaxy. Imagine it's like a plasma ball. The computer could calculate where these lanes would go, and communications sent out to relevant parties when it looked like their lane would disappear. Travel along these lanes was incredibly fast and reliable, and placed the Mecatol system squarely in the centre of the known universe.

Unfortunately, when Mecatol Rex was bombarded, this supercomputer was damaged, blinking out the space lanes, and all the ships across the galaxy were suddenly stranded with limited fuel and life support. No more space travel or exploration.

Now, 4000 years later, the computer has once again become activated, although it is no longer as reliable as it once was, and sustained travel along the lanes can cause ship damage to all but the most experienced of navigators. The ancient civilisations of the Lazax empire have finally been able to expand outwards from their systems - but only in certain directions, and only at certain speeds.

----------------------------

Ta-da, a relatively simple way to describe the 2d game board map, and limited jumps across the board. There's also room for the explanation of flank speed and type IV drives. It can also cover why no one's kept useful maps of the layout of the galaxy - the space lanes, over time, have simply changed.

That seems to be even more comlicated than you need too.

The reason why the board is flat is simple: Its easier to look at that way. There are 4 billion stars in the galaxy, but most of them are useless, surrounded by lifeless rocks that are only good for mining or maybe looking at if you don't mind dead lumps of matter.

Everything around a star, beyond its furthest planet, is just empty dead space with barely enough hydrogen to run a Bussard Ramjet.

So, the various races of the former Empire just decided to lay out the important systems flatly, and in a way that shows what systems are jump-to-able form others.

You could lay it out in a three dimensional, accurate plane...but that would be needlessly complex and annoying.

First of all, I shall share my design philosophy for a TI3 tabletop game, in the hopes that this will clear up the direction of what I'm trying to do:

  • It has to be fun
  • It has to be like the board game

Of course, everyone's definition of 'fun' will vary, but I prefer rules-light, character-heavy games, and hand-wave past bits that get in the way of playing. How you measure 'like the board game' is also up for grabs, but the more I can do to make it 'feel' like TI3, the better.

Now, on 'needlessly complicated'. In TI3:

  • There are engines that move ships around
  • These are distinct from the (abstracted) engines present in space combat
  • Ships can only move so far each turn
  • You may only travel from one hex to adjacent (or nearby) ones
  • The board is flat
  • Mecatol Rex is at the centre
  • Each game has a different board layout (except Mecatol Rex)
  • After 4000 years, all the major races decide to go out into space again at the same time

I feel 'space lanes' actually does a pretty neat little explanation for the above.

What I haven't considered, and will need to, is consider the relevance of 'command counters' to a table-top game. Off the top of my head, I reckon one 'mission idea' would be when the High Command *don't* move the players around with a counter, leaving them to their own devices. Hilarity ensues.

Hurm. See, command counters are an abstraction for the ability of a goverment to do things, and in what way they are focused IN doing those things.

An individual is a bit less constrained than a goverment in terms of momvement...a fleet can't go where a single ship can go, and a single man is a lot harder to spot than an entire army.

So, really, I don't see command counters really having an impact with tabletop experince...ordering the characters to do things is somewhat similar to playing an action card: Its just a turn, not something that requires commiting a bunch of logistic efforts and coordinated communications (which is what a command counter represents, really).

Zoombie said:

Hurm. See, command counters are an abstraction for blah blah blah missing the point

Hi Zoombie,

I know it's an abstraction. Just like the 2d board is an abstraction. It is also an integral part of the board game. Since I want the tabletop game to be similar to the board game, with all kinds of little nods to the abstractions which don't need to be in there, coming up with ideas for how to make those abstractions a reality *is what I'm trying to do*. It is how I plan to make the game TI3 flavoured, not a generic science fiction game. Criticising ideas over the fact that *they do what my stated objective is* is less than helpful.

Unrelated space combat ideas:

I have 6 players, and they all need to be doing something in space combat, despite there being only one ship: I'm planning on having the players control a destroyer. What do we know about destroyers?

  • They can't hit for **** (9+)
  • They can fire a lot at fighters (Anti-fighter barrage/Automated turrets)
  • They have shields (Shields Holding action card)
  • They have lasers (Hylar 5 Assault Laser upgrades their to-hit)
  • They're fast
  • They're cheap (read: expendable)
  • They take up 'fleet supply' (and what on earth am I going to do about fleet supply? Hmm)

So, for describing the ship:

  • There are two laser cannons (Anti-fighter barrage fires twice, the little model looks like it has two guns on it)
  • At the end of the cannons is some kind of defractor, making the lasers less powerful (9+), but fire off in more directions (making it easier to hit smaller, faster targets)
  • Destroyers are relatively expendable: good scouts, but you don't want irreplaceable crew on board

Ok, with the base mechanics being based off Unisystem, here's my concept so far. I REALLY NEED HELP WITH MAKING THIS PLAYABLE AND FUN.

Systems in combat are divided this way: pilot (navigator); gun turret (security); another gun turret (captain); power (engineer); shields (comms); life support (doctor). There are four systems that can be given varying levels of power from 1-6; engines; guns; shields; life support. Power levels cap the number of success levels available.

The round starts with the engineer, who makes a 'power check'. For each success level, he can alter the power levels given out to each ship section by 1. This may mean reducing the number of habitable areas of the ship to increase power to guns, or turning off the thrusters to increase power to shields.

Assuming I have a board set up for the fight, I'll use a hex-board (it fits for TI3). The pilot can then move the ship a number of hexes up to their success levels, with 'nearer to target' being advantageous for guns.

Guns then fire, and for each success level, they score a hit. Gunners may target certain systems, with a corresponding penalty to hit.

For each success level for shields, a hit against the ship is discounted, and then for each success level for life support a point of damage is repaired.

Any remaining damage then reduces power on the ship by 1. Shots targeted against specific systems reduces the power on that system specifically, otherwise it's engineer's choice.

One major limitation I can see already is that there aren't many choices available for shields and life support. If it's an easy fight, life support might never do anything! What else could I give them? I'm thinking renaming 'shields' as 'systems', and rolling in other concepts like anti-mass deflectors and sensors, but that's still leaving the doctor in the cold... Help?

But the 'feel' of T3 is more than simply mechanics and hexagons. Its also a very well written setting, with unique and iconic races. You don't need to drag abstractions meant to simulate multi-system wide governments, fleets, and armies moving about the universe into a game about one crew manning one destroyer!

But, then again, its your RPG and you can build it anyway you want. I just think its a bad idea. Then again, I'm insane, so your milage may vary.

Now, your combat system sounds like a good base, but that's a problem...doctoring and life support...hmm.

Well, space ships produce heat. Lots and lots of heat. This is a given, as you need a fuckton of energy to power your lasers, your engines, your sheilds and so on and so forth. Maybe life-support can help you vent off heat, which will let you do more actions. Or maybe, heat will nessistate how long you can fight, as your heat will build up and eventually cook your crew, making coolent mangment and heat sinks important to combat.

The only problem with that is I can see it complicating the game beyond what would keep it fast and fun.

"More than 300 years ago, the corrupt bureaucrats of the ancient Lazax empire held the galaxy under their indomitable rule. Unable to bear the thought of freedom and democracy, they held overseers over each of the Great Races of the galaxy, ensuring that technology did not advance, that militaries were toothless, that no one considered a better future.

The War of Liberation started with the Letnev, who illegally blockaded the wormhole over Quann. Halting Federation trade, and preventing urgent medical and food supplies reaching our Earth and Mars colonies, we appealed to those who we thought would act justly, the rulers of the galaxy. The Lazax, of course, refused to risk their forces on the subject, allowing the Letnev blockade to continue. This forced the Federation to take independent action.

After protracted battles, first against Letnev, and then the other races who chose to side with the Lazax or take advantage of an increasingly desperate situation, the combined might of the Federation and their allies, the N'orr and Hacan, finally started a campaign of strategic bombardment of the seat of Imperial rule: the planet Mecatol Rex.

The fleets of the Lazax were crushed, and all those who would claim on their ancient heritage were hunted down and captured, and made to pay for their crimes in legal and fair Federation courts. Freedom and peace were restored to the galaxy.

However, as a last, heinous act against the peoples of the galaxy, the Lazax sabotaged the supercomputer that managed the space lanes, throwing fleets into disarray, and effectively ending the War of Liberation. The War was won, but the cost was uncountable.

This was to become known as the Age of Twilight, the twilight of the rule of the oppressive Lazax – and as we came to realise, without transport between our colonies, without regular repair for our advanced ships, without access to the foreign and necessary supplies from off-world, it became the twilight of all empires.

In the Sol system, we have been lucky: we have kept control of our dissenters, have stopped mindless rebellion and panic. We have our ancient culture on Earth, and our advanced munitions factories on Mars. Our moon bases provide us with excellent test grounds for weapons and new drive technology. We are a people united!

Now, a new hope has been founded. For an unknown reason, the space lanes have become reactivated. Ancient ships using poorly understood technology, sat waiting and unused for centuries, have been brought back online. Our marines, training since the end of the Lazax Empire, are ready to reclaim our colonies. Contact needs to be made with our old allies, and new trade partnerships must be established. The galaxy is free at the moment: we must ensure that it remains so.

We must enter this new Age with our heads held high. It was our leadership and our tactics that fought for the freedom of the galaxy. It was our ancestors who bled and died for this peace. Of all the Great Races who existed during the Age of Twilight, it is this Federation who can restore Order to a divided universe.

For Freedom. For Peace. For the Federation!"

Intro blurb for the game, incorporating space lane idea. Also reduced time between then and now from 3000 to 300, as the extra 0 just makes it harder to believe that the cultures, governments and technologies haven't advanced or changed all that much. Other than that, woo propaganda!

This is good stuff. I am still surprised that FFG doesn't come out with a Twilight RPG based off of the current board game release.

RPGs aren't all that viable as a product that makes money in general.

TI3 is popular as an awesome, high budget board game, and FFG have a reputation for awesome, high budget board games - but the market for an RPG would be limited.

The universe of TI3 is pretty much generic - the races are Space Marines, the wemics of Dune, space drow, the bugs from Starship Troopers, the borg, Australia, brains in jars, ninja space turtles, evil mind-controlling lizard people and Reptile from Mortal Kombat the movie. The board game draws on these common sci-fi/fantasy tropes, but is a culmination of lots of different board game ideas and styles that mixes together to make an outstanding whole.

To someone outside of the board game, the universe is uninteresting: it's all been done already elsewhere. The universe adds nothing new: it's just fun to play with if you're already a fan of the game.

-------------------------------

Incidentally, I've written up guidelines for char gen, weapons available, and brief combat rules. They're not all that interesting, so I won't put them there. I've written out my 8-session campaign as well, but I don't really want to push that out in the public domain in case any players stumble across this board. If you want to see any of this (and I would like feedback and suggestions too!), drop me an email at cbunce44 at gmail dot com.

Well, first game tomorrow. Character gen, then first mission. I am looking forward to it.

The crew of the Federation Starship Cassandra began their maiden voyage after a celebration at the Academy. Admiral DeLouis gave them their mission: to explore the reopened star lanes, re-establish the colonies, and find out what else is nearby. Eddy, the ship's chirpy onboard computer helped inform the crew how to use the 300-year-old ship's system (think Clippy, only it's self aware and can talk!! ).

Hopping for the first time, the crew discover the old Fed colony of Quann, still inhabited by the descendants of the traders and smugglers that made it so important to the Federation during the Twilight Wars. Minister Jacques, the current and only administrator, attempted to bargain with the crew for transport and aid with supplies to the currently powerless space dock floating uselessly above the planet. There is some tension with the locals, who blame the Federation for abandoning the colony during the Twilight Wars, and for the orbital bombardment the planet suffered back then as well. A message is sent to DeLouis saying that the colony is still here and in need of supplies.

Investigating the space dock, the crew manage to restore emergency power, finding only ancient dead bodies and no supplies - but, curiously, a miniature jungle surviving off the last of the life support on the bridge. Although there are suspicions about this thing, and possibly some kind of glitch with the motion detectors, there is nothing more the crew can do, other than contact Jacques, and tell him that a Fed supply ship is on its way and that the spacedock is currently inoperable.

The FS Menea reaches the system with two platoons of FedMarines, and they proceed to land on Quann. At the accidental suggestion of the crew, they begin to order the locals to mine the planet. Meanwhile, the Cassandra receives orders to continue exploration. They hop into the nearest space lane, but during the journey, the internal sensors locate a 'non-human' lifeform onboard, in the medical bay. Rushing to find out what's onboard, the crew find only their doctor, who is unfazed by the laser cannon being pointed at his face. Medical checks are performed, but he still appears to be human. Eddy apologises, and says his sensors were in error.

Finding themselves in the Lirta system, Eddy informs the crew that there are two habitable, useful planets: Bereg, the closer, a frozen planet registering a few lifeforms around the equator, and Lirta IV, a swamp-like planet known for unique and valuable biocompounds. There is an active spacedock around Lirta IV, and needing to resupply, the Cassandra heads there. They are intercepted by a squadron of fighters, who claim that this space is the sovereign territory of the Mindnet; that they must lower their shields and surrender their vessel, or otherwise be terminated. Cassandra takes some damage, but destroys the fighters.

Unable to jump out, and unable to dock with the spacedock, the crew head towards Bereg, figuring they may be able to take some of the valuable minerals as fuel if they land, hoping none of these Mindnet types are about. As they're landing, a couple of dreadnaughts enter the system.

The crew land to discover a bunch of humans and aliens toiling away in sub-zero temperatures, and fearing hostility, demand they immediately stop. One human explains over his fear that they can't actually stop - to do so would set off the cybernetic control collars around their necks, which would cause pain or death. The crew steal sufficient space crystals to be able to escape the system, and at speed.

Hoping to wrest control of the collars from the overseers, the crew approach the overseer's building, counting four massive, four-armed cybernetically enhanced aliens inside. Calling them out, and hoping to catch them in a massive crossfire, they unload a massive barrage of all their weapons at the first to exit the door. Between the laser and projectile weapon shots, the crew see... the L1Z1X creature almost entirely unharmed. It then unloads a minigun back at the somewhat surprised crew, downing one in the first assault.

Eventually, they down it, but not without their doctor also being mown down by the spray of bullets, and as the crew start to regroup, the other three start to leave the building. Dragging the wounded and dying back to the ship as fast as they can, pursued by three hulking cyber-monsters, they take off as quickly as they can - to see the dreadnaughts blockading the space lane. Passing the ships at top speed, the Cassandra is all but destroyed as it makes its way back to Quann, and from there, they hope, a friendly space dock where they can repair their ship and tend to their wounded.

Limping along through the space lane back to Quann, the FS Cassandra 's comms officer finally collapses from her wounds, the morphine and best wishes of the crew having kept her upright until now. With the doctor currently out of action, the Captain does his best to fix her up - which, it turns out, isn't enough to keep her upright. The Captain ponders the wisdom of 6 beds in sickbay, if there's 6 crew members.

Arriving in Quann, and docking at the reactivated space dock, the crew are made aware of the success of the landing mission upon Quann, with all dissidents within the colony now controlled. There remains insurgents within the hills, but the FedMarines are well in control of the situation. The engineer takes the opportunity to survey the damage to the ship, finding wreckage from one of the L1Z1X fighter ships lodged in the starboard laser turret. It is extracted, and left in the capable hands of the space dock crew. As the captain transfers the doctor to the more advanced facilities onboard, the comms officer debriefs the Captain of the FS Medea on the Mindnet. An evacuation of the system is ordered, should the dreadnaughts be in pursuit.

Cue a healing/repairing/retraining montage around Earth (yes, Earth. I will fight to the end of my days to prevent Earth falling to the Geordies!). Admiral DeLouis debriefs the Captain, setting the next mission as 'carry on exploring'.

The Cassandra leaves Earth's orbit in the company of the newly completed cruiser fleet, the FS Agamemnon and FS Argus , who are to remain in orbit around Quann in case of attack. The Cassandra refuels, and jumps to a new system, which Eddy identifies as the Saudor system. Although there is no space dock within this system, there is a ship: another destroyer class, of alien design. Hailing the ship, they are greeted by a mostly darkened screen within which they can make out very few details of the creature inside. It speaks in an alien language, but with some assistance from the comms officer, a translator begins to make sense of what it's saying. It introduces itself as Prince Qanoj of the Xxcha Kingdoms, and invites them to a peaceful conversation on the planet.

The crew fire off a message back to Federation Command, in case it's an ambush, but land upon the planet Saudor. Saudor is inhabited by a native population, a squat, light blue and primitive people, although they do appear to be using some surprisingly advanced technology, albeit only to farm. The other destroyer also lands, and out comes a giant, 7-foot tall turtle creature, wearing some kind of fur mantle over his shell. He is accompanied by another one, who wears metal plates attached to his shell.

Diplomacy begins to happen: although none can speak to each other, Qanoj pulls out a pipe, smoking it, and offering it around. The Captain takes a hit, getting relatively high (in the name of peace), and finds he can communicate somewhat with the Xxcha, both understanding what they're saying and being comprehensible in return. Qanoj explains that it is a mystical effect of the root. The comms officer, having never smoked, takes too large a dose, and begins to hallucinate, losing all ability to comprehend anyone or talk. Qanoj fears that she is under spiritual assault, and talks to the doctor about trepanation.

(Qanoj talks slowly and carefully, and comments on the 'smallness' of the humans and their ship. He is played somewhat like Treebeard)

Qanoj explains that there is an intragalactic council held on Mecatol Rex, and that the humans, having now ventured outside of their borders, would be welcome to join. He offers to guide them, as he was planning on going there himself. The crew seem to get on quite well with Qanoj, and they agree to contact Federation Command regarding the matter. To pass the time waiting for a response, Qanoj is introduced to a selection of Earth music, and he seems content to listen.

Eventually, the crew are instructed to return to Quann to pick up the Federation nominated diplomat, one Councilwoman McPhee. Upon their return, the crew is quarantined for their dabbling in alien drugs, and toxicology tests are run. After a several hour wait, in which Qanoj entertains himself by discussing with the chaplain of the FedMarines how the marines defend themselves from spiritual assault, the tests conclude that 'there is no immediate biological threat' within the root, although 'long-term effects would be a matter of opinion'. The Cassandra , as piloted by Qanoj, flies through the Saudor system into the Arinam system.

Scanners detect a fleet of Xxcha ships, as well as wreckage from a space battle. There is a weak distress signal coming from some of the wreckage. Qanoj hails the Xxcha fleet, stating that he's onboard and the Federation are peaceful. Upon listening to the distress signal, the crew discover the wreckage is from a battle with the Mindnet, with the message relaying that the survivor is 'two-arr-ay-emm, designated zero-zero-zero-zero-three of zero-one-zero-two-four'. The crew dock at the Xxcha space dock, refuel, then rescue 2RAM, keeping him thoroughly confined to the air lock in case they need to space him. 2RAM demands escort to Mecatol Rex, and explains their attack on the Arinam system: the Mindnet claim it as their sovereign territory.

2RAM is kept talking and distracted so that a remote controlled maintainence robot can sneak aboard his escape pod, to see if they can learn more about the Mindnet. It appears that 2RAM was plugged directly into the escape pod, as there are no manual controls. There does appear to be life support active within the pod.

Qanoj continues towards Mecatol Rex, when the ships sensors, attempting to ascertain whether 2RAM is a bomb, discovers a bomb on board - although the bomb is not 2RAM. It is eventually discovered within the engineering section, and the ships log does indeed note that the bomb was installed during the refit and repair of the Cassandra . When Eddy is questioned about the bomb, his voice changes from cheerful and cheery to a deadpan monotone instructing the crew to stop asking questions regarding the bomb.

The bomb is disarmed anyway. Councilwoman McPhee appears to know nothing about the situation. The Captain remains angry that Federation Command installed a bomb on his ship AND that they didn't tell him about it. He sulks a bit, wanting to uninstall Eddy, and get a new AI that does what he tells it to.

Eventually, the Cassandra arrives at Mecatol Rex, a planet that appears to be entirely ruined by orbital bombardment. Speculation amongst the crew is that the inhabitants of the planet must be really small and dense to make up for the planet having such a large mass, but sensors confirm that the Mecatol Rex planet is normal sized , and merely looks bigger the closer you get to it.

Three fighters are scrambled from the planet, and escort the Cassandra to land. One of the Winnaran Custodians talks to the trio of diplomats, instructing them on the empty Imperial Throne. 2RAM insists that the L1Z1X Mindnet have the greatest claim, as they are descended from the Lazax. There is some argument, with Qanoj insisting that each and every free-thinking race should have some say, and even calls into question the wisdom of a new Imperium.

The crew are introduced to firstly the Hylar, the first alien race they have come into contact with that are actually smaller than humans, and then the Sardakk N'orr, whose introduction involves spraying the comms officer with pheromones, then complaining that humans seem immune. Qanoj assures the crew that their continued use of his root is helping ward off evil spirits.

A council meeting between the races is held, with the L1Z1X pushing for war, the Xxcha pushing for peace, the Sardakk N'orr egging the L1Z1X on, whilst the Federation and Universities of Jol-Nar sit back and talk about trade. The meeting could go on for some time, and the crew have no other orders, and take the time to explore Mecatol Primus, the last remaining Lazax city.

That's 'initiative' and 'diplomacy' done. I'm drawing a bit of a blank about how I would go about doing a 'political' session. My campaign notes suggest I was supposed to draw out the meeting with different races more.

Any suggestions?

Still currently stationed on the imperial planet, Mecatol Rex, the crew of the FS Cassandra spend some time in relaxation, taking in the sights of the last Lazax city. The engineer spends time talking with the Hylar crew, taking photos of their translucent aquatic bubble-ship in case anything technologically important can be scavenged from it. Unfortunately, the Hylar are uninterested in a straight-out swap between ship schematics. At the conclusion of the diplomatic negotiations, however, they entrust a strange device to Councilwoman McPhee, who insists on returning to Earth.

Prince Qanoj of the Xxcha entrusts the crew with a free pass through Xxcha space, and the journey happens without much incident - although the air filtration systems are beginning to show signs of overuse, what with the large amount now being smoked onboard.

Back on Earth, the crew are given some time for retraining and reeducation. The Captain, meanwhile, writes several angry letters, and contacts some high-up contacts he has, attempting to find out what the hell that bomb was doing onboard his ship. Admiral DeLouis is not one of these people, just in case it was him. The Captain is contacted by a Governor Palit, who knew him from his early University days. They reminisce for a bit, and Palit talks about how far they've come, laying on the compliments as thickly as possible. Eventually, he gets to the point: he can't find anything out, but still wants kickbacks for what he tried.

Meanwhile, across Earth, the news of the Mecatol Council and the results of the meeting are advertised: that the different major races have declared to Open the Wormholes: the space lanes have shifted, and so too must the old routes through the wormholes, and that exploratory craft will be sent through to trailblaze new trade routes throughout the galaxy.

As the FS Cassandra is being prepped and prepared for her next mission, the engineer and security officer attempt to search the ship, in case of another bomb. They find one, this time concealed beneath a deck plate.

The Captain brings this information immediately to Admiral DeLouis, saying 'Look, there's a bomb on my ship! Why?'. The Admiral suggests searching for clues. The doctor finds evidence of alien DNA around it, and begins working on a device that will be able to detect said DNA. The comms officer rounds up the technicians assigned to outfitting the ship, and begins to interrogate them: they don't seem to know anything. Finally, the security officer and engineer attempt to disarm the bomb - and set it off.

The fire rips out of the engine room, alerting station staff and sending fire crews immediately to its location. The security officer staggers out of the flame and smoke... alone. The engineer's fragile body was unable to withstand the massive explosion, and was pronounced dead immediately. The Cassandra is taken out of action, pending heavy repairs. Admiral DeLouis calls to order the remainder of the crew, noting only that the security officer was marched off by the military police.

The crew's new assignment involves immediate and unbriefed travel to the space dock around Quann. There, they are loaded onto the FS Jason III, a fighter docked with the station. They are still to explore the wormhole, as part of the Federation's council commitments. After the four crew have been loaded onto the one-man ship, and fired in the direction of the Quann wormhole, they realise that the weapons system have been stripped from the Jason III, although the life-support, such as it is, is still only designed for one man. The crew consider their fates as they float into the empty blackness of space.

Suddenly, the wormhole, a massive, swirling tear in the fabric of space time, rips open in front of them. The pilot leads them in. The doctor notes how short a time it's been for the life support 'button' (he doesn't get 'systems') has gone from green to yellow.

Once the tear closes behind them, the crew look out into a vast and confusing mix of swirling, painfully bright colours and lights. It looks identical in all directions. In fact, with the limited scanners of the fighter, the crew aren't even sure where they came in.

They do, however, pick up a radio transmission: The US Federation ship Ranger demands that the unidentified ship leave their space. Some confused conversation continues - who is the US Federation? What space? Before too many details can be discussed, the transmission changes: a distress call from the FS Cassandra , in the captain's voice! Apparently, they're under heavy attack! Then it's a standard transmission from the L1Z1X, and then it changes again, and again. The Jason III heads towards the ship, which visually changes with each message - sometimes it looks like it's on fire, sometimes it's technologically advanced, sometimes it's painted with pretty patterns, and so on. They dock - the ship seems stationary, and board.

Eddy greets them, knowing almost too much about the crew, although he seems confused, addressing them by a variety of different ranks. Onboard, the doctor discovers an entirely exploded human body which fades from view when he attempts to learn more. On the bridge, a ghostly silhouette sits in the pilot seat - and when it attempts to touch the navigator, he shoots it with a laser pistol, and it vanishes.

Having discovered a new ship to play with, the crew start trying to find another way out of the wormhole, and eventually, they do: leading into the Quinarra system, home of the Sardakk N'orr. Sensors detect several massive fighter fleets, and what appears to be some kind of moon with an engine and guns.

No game next week, due to larp.

favouredenemy said:

RPGs aren't all that viable as a product that makes money in general.

TI3 is popular as an awesome, high budget board game, and FFG have a reputation for awesome, high budget board games - but the market for an RPG would be limited.

The universe of TI3 is pretty much generic - the races are Space Marines, the wemics of Dune, space drow, the bugs from Starship Troopers, the borg, Australia, brains in jars, ninja space turtles, evil mind-controlling lizard people and Reptile from Mortal Kombat the movie. The board game draws on these common sci-fi/fantasy tropes, but is a culmination of lots of different board game ideas and styles that mixes together to make an outstanding whole.

To someone outside of the board game, the universe is uninteresting: it's all been done already elsewhere. The universe adds nothing new: it's just fun to play with if you're already a fan of the game.

I agree with you that RPG market is drowning since the apparition of the video games but still, it will never totally disapear. Unless they finally invent some game engine that a player can affect with his mind by simsens.

But where you say that TI is only generic, I think you do not make a point. Some people don't like to admit it, but, if imagination is practically unlimited (yet it isn't) what will appeal to a broad audience is a little bit more restricted. Even saying that the TI races are vaguely inspired from achetypes I have to object when you are saying that the universe of TI cannot stand by itself. Yes the Sarddak N'orr are in a way the stereotypes of bug squashing space marines missions. But yet, thier queens is a religious lie and they have some idividuallity, needs and arts. Wich if you really read the races backgrounds give them a totally unusuall mind setting. Wich you should be able to appreciate if you were honest about loving heavy-characther games. Flaw and subtlety makes such characther interestings for long time campaign. Then for the other races they haves all thier specifics that yould not really find elswhere in that particullar achetypes.

So why do we fall again and again on such types of characthers? Because the top priority for any scenarios is to be credible and logic by itself. The more complexity you will bring in a universe, the more explanation you will have to be able to give to make it stand by itself. It is easy to describes Hylar as "brain in a jar". The real question you should ask yourself when doing some TI rpg is :"Why in the hell Fish got so inttellectual?". Base yourself on culture, on sience, wich ever you prefer. Each of the races in twilight imperium have a past, and that is exactly the point where you can get fans of a game and not only geeks and players.

Saying that the races of twilight imperiums are so generic is like saying that star wars, star trek, farscape, and battlestar Gallactica are exactly the same as Dune. Fail. What is pulling TI appart is exactly the fact of reuniting thoses achetypes (wich have been consequently altered and re-invented with orriginal concepts) and trying to find a past wich explain thier compatibility and evolution as a whole.

By exemple : You said you want your campain to be set in a federation of Sol context. Great. Did you take in note that Earth is in fact Jord (Nordic Germanic mythology)? Wich means a proheminent non-english thongue, culture, governement on it? Have you considered the fact that the concept art of thoses "space marines" is vaguely russian style? Federation are all but your "monster of the week" space marines. They are (probably) a version of humanity were Hitler won WWII or Staline the cold war... Or maybe a third or a fourth? Sol are a race with a violent past. A race that the other members of the Lazax governement did not wanted in thier ranks. They did come in only because the Xxcha plaid in thier favor. And even there, with thier philosophical ally, they still a violent race. The earth of TI is a dystopian one. Or at least, I've understood it that way.

In fact, for the bits that they have left for us to play with, TI is unique exactly for that, it is neo-cyberpunk. Space dystopia and not space opera. There is no real heroes in it. There is many point of view wich for thier people are all right. No good, no bad. A large scale of grey shades.

For somebody that wanted to do a tabletop closest possible to the game, I think you above all need to beleive in the potential of the universe before posing as able to do it. Still, the above were really interesting concepts. And I do laugh reading your comparison. Just didn't wanted to concurr with it. Have fun ^^.

I disagree that having little extra flourishes on each of the different races makes them intrinsically more interesting. When you're trying to sum up a race with as short a description as possible, 'bugs from Starship Troopers' is a much easier idea to grasp than 'bugs from Starship Troopers, only they're also religious', or 'the borg' versus 'the borg, only they're originally descended from the benevolent rulers of the galaxy (and don't really assimilate people)'. I also believe that people will try to understand things in terms of what they already know. I'd describe the flourishes as the part that distinguishes between one iteration of a trope and another - but they're still essentially the same.

Races from TI have a name. If you have to refer to them shortly why don't use thier real appelation insted of trying to make some word games wich tragically look like an accusation of copyrights infringments?

Your lack of interest in the subtilety taking apart one bug from another in the fictional galactic sheme just tell me that, in fact, you may not be enough in science-fiction to understand that with each tons of universe created evry years, thoses differences matters. And well... as I am not here often enough to have a real debate, I'll conclude for now with a simple : Archetypes? That is the exact point where litterature meets psychology. Use of symbols.

As in what is a cyborg to the human mind? What is a social bug? What does subconscly means hungry Noblesborns lacking ressources?

Races of TI are more deep than many star trek's ones will ever be. And they are described on only one page! Then see by yourself, there IS a Star Trek RPG. And the ST fandom is as huge only because TVseries are a good way to reach broad audiences.

As a fan of community projects, I just would like to thank you Favoredenemy for thinking this up. Personally however I feel we need to know more about the Twilight universe before a proper RPG can be made. Perhaps you will prove me worng when this project is all finished.

And I look forward to the day you prove me wrong. Keep at it. gui%C3%B1o.gif