Help with Alternate Gravities

By Meribson, in Game Masters

A while back I had an idea for an alternate history, sci-fi setting and just recently decided to try out using the EotE rules for it. Now, the careers, specializations, gear, and vehicles I just need to refluff and the species shouldn't be too difficult to tweak to what I need. The problem that I am having is that in this setting the kind of artificial gravity that is everywhere in Star Wars does not exist. The only kind of artificial gravity that exists is on space stations spinning to produce centrifugal force to mimic gravity.

So would those that have more familiarity with the system be willing to give me advice on how to run high, low, and zero gravity environments?

Two words: Black Dice. Working in an unfamiliar gravity situation is an environmental setback, it makes everything a little harder.

A few cases (jumping comes to mind) blue dice might apply instead, if the gravity specifically makes things easer.

Don't worry about adjusting Encumbrance, in most cases it bulk as much as weight, and inertia can make this just as bad in 0-g as it does in 1g.

Yeah, for the most part I'd just keep it in mind and narrate it. Add Setbacks generously.

There have been a lot of videos recently from astronauts about what it's like on the International Space Station, that might be some fun research to do.

A few cases (jumping comes to mind) blue dice might apply instead, if the gravity specifically makes things easer.

This one is mostly situational. If you are trying to leap small buildings in a single bound yep blue dice are all the rage. However, if you are leaping into cover and are used to a higher gravity then you would apply black dice as you have to jump just right. too far or not far enough could be a problem.

In a high gravity you may add black dice to a whole mess of things, perhaps even shooting as the heft of your gun will be different. In a high enough gravity maybe you could apply reductions to brawn and agility, the items the character is carrying would feel heavier and the character would be less able to climb and jump about. You may also apply strain to repressent the character becoming winded quicker.

Now, having said that if everyone is suffering equally I would be careful. Too many penalties and the game will just lose out. The blue/black dice if given to everyone accross the board will just speed up/slow down the activities the players are engaged in, you want to use them mostly when someone used to the environment is mixing it up with someone who isn't used to the environment.

you could create an out of career custom skill that is essentially athletics/coordination in zero-G. most situations would have characters just getting setback to certain checks, but where appropriate a zero-G training check could be made to see how efficiently the character moves around.

Most of what you'll want to do for gravity is narrative. Describe the extra effort other people are taking, the tethers, grabbing the railings, etc. Describe soaring towers and trees in low-Gs, squat ugly buildings and barrel like plants in high-g. Rule-wise there are a few things you can do to drive the point home:

High Gravity

  • Upgrade those difficulty dice for any Brawn or Athletics check. An extra 0.5g is a lot of strain on PCs joints as well as muscles. Minor injuries (crits) would happen easily.
  • Shorten the range bands for non-blaster weapons. Long range will happen sooner and medium range just isn't that far anymore.
  • Start tossing Strain at them for any kind of extended activity. Even sitting in a chair at 1.6g is going to hurt after a while.

Low Gravity

  • Not much different than normal gravity, but much like high gravity, upgrade the difficulty for Athletics and Brawn. Misjudging and using too much muscle or going too fast can easily result in minor injuries.
  • Species evolved in low-g are going to be more fragile and more agile. Let the players feel like invincible juggernauts once in a while, but also make them feel like rhinos-in-the-china-shop too. And a switch that's out of reach is going to come up as often as you need it to.

Zero-G

  • The important thing to remember about zero-G is that you can't do things quickly. Rush, and you'll be overcompensating, moving too fast, hitting too hard, etc. Again, upgrade those difficulty dice. Maybe injury isn't as big a deal here, but you can easily break stuff you didn't mean to.
  • Surprisingly, endurance is a bigger deal here then even in high-G. Your muscles have to do all the work all the time. Lifting your arm is easy, but holding it there against all other forces is not. And putting it back down is just as much effort as lifting it. Relaxing means drifting and curling up or spreading out, or whatever. It's not just being still. So feel free to toss more Strain at the players here too.

All Unfamiliar Gravity

  • As most have said above, toss in a setback die or three for not being able to trust your reflexes. Don't do it so much that it's a pain and slows down the game, but enough that it reinforces the fish-out-of-water feeling of the players and affects cinematically important moments.
  • Blending in with the locals is nearly impossible if the locals are used to a different gravity. Every reflex, every unconscious movement, even eating and drinking is going to glaringly point out a character as a stranger.
  • Ever laughed at a clumsy person? Toss those setback dice into the pool even for social skills. Trying to impress a diplomat is going to be harder if you walk like an elephant, knock stuff over, spill food and drink, and bump into people.

Thanks to everyone for their advice. It will be very helpful when I eventually run this and I must admit that I am greatly looking forward to it!

A related question, all of the species available (except for AI which will be using the droid mechanics) are variations of human that are differentiated by the Gs that their bodies are most familiar with. I was originally planning on having the one from heavy gravity worlds getting 3 Brawn and 1 Agility with the reverse for the one from low gravity worlds. Does that make sense?

Thanks to everyone for their advice. It will be very helpful when I eventually run this and I must admit that I am greatly looking forward to it!

A related question, all of the species available (except for AI which will be using the droid mechanics) are variations of human that are differentiated by the Gs that their bodies are most familiar with. I was originally planning on having the one from heavy gravity worlds getting 3 Brawn and 1 Agility with the reverse for the one from low gravity worlds. Does that make sense?

That's a pretty simple way to represent it, yes. Aside from practically rewriting the system, I don't know what else I'd do.

Here's what I am currently thinking regarding moving around in zero gravity. There is a blanket 3 setback for every roll, but there are 2 ways to reduce those and countless ways to increase them either in number or severity. The two rays of reducing the setbacks are either taking your time or putting ranks into a custom talent (name to be determined, but ZG *something* most likely).

In taking your time, you are mentally planning out how you go about doing whatever it is you are going to do taking the lack of gravity into account. Regarding the talent, originally I had it as a skill but the way I was picturing it in my head didn't mesh well with a skill. Functionally, it is a ranked talent that reduces the amount of difficulty for doing anything in zero-G by one for every rank. It will be a separate tree somewhat similar to Force Powers in that they aren't part of a specialization tree, but otherwise act like regular talents. The species that represents people that grew up with frequent exposure to zero gravity will be getting a rank for free.