Gamemastering

Eclipse Phase at Dexcon!

Eclipse Phase GM Paul has let us know that he will be running two Eclipse Phase games at this years' Dexcon in Morristown, NJ. So if you're in the area be sure to swing by and check it out!
He'll be running Ego Hunter both Friday at 9am and Saturday at 9am.

If you are running any Eclipse Phase games at a convention let us know and we'll do our best to spread the word!

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.

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.

Get Your Stealth On (or, How Can My Firewall Team Sneak up on the Enemy Habitat?)

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

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

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

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

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

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

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

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

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

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

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

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