Showing posts with label Vast and Starlit. Show all posts
Showing posts with label Vast and Starlit. Show all posts

Friday, March 25, 2016

Vast and Starlit helps you develop your very own cold and uncaring universe



Imagine, if you will, that you are an escaped convict from an intergalactic prison. You and your fellow escaped convicts have managed to take control of a spaceship of mysterious origins. You are now wandering alone in the vast universe with no one but with other conflicts you might not trust, searching for a place where you can be safe, a place you can call home.

That is the basic premise of Vast and Starlit, a role-playing game that basically takes up four large business cards if you include all the expansions. No game master is required to play, which is something of a theme for the games that I have been looking at lately, but you will need plenty of imagination and the ability to collaborate.

Vast and Starlit uses a Troupe  System, which was first described in Ars Magica. It means players take turns being the focal character in a scene while everyone else handles the setting and all the other characters. So, you could call in GM by committee. It still means that one of the biggest reasons to use a GM-free system still applies, no one has to spend hours outside of the game setting everything up.

Like Astrorobbers by the same designer and The Name of God which Vast and Starlit helped influence, a scene ends when there's some kind of tough decision that needs to be made, particularly when someone could get hurt. One of the players sets up the consequences of that choice and you move on to a new focal player and a new scene.

Which isn't a bad core mechanic. It keeps everyone involved and encourages creativity. It also, interestingly enough, doesn't involve any random elements, like rolling a die or drawing a card. I've gotten to the point in looking at quirky RPGs where I take that in stride.

But that's not what makes Vast and Starlit interesting. Oh, no. The system has a whole bunch of smaller systems to help you develop alien races and worlds and technology, as well as handling long term conflict and relationships.

Which is kind of impressive, considering how short the whole thing is.

The various world building mechanics are really what is interesting for me about the game. It takes a very round robin approach. For instance, when creating aliens, players will take turns choosing animals and cultures while other players choose aspects of other players' choices. Not design by committee but refinement by assembly line. It's a system that shouldn't get bogged down and should come up with something interesting.

I really like the idea of world building like that. There is a definite process, so you're not just all sitting around, hoping to start brainstorming. It gets everyone involved but no one gets to veto anyone else. That last bit is big. Ideas keep getting built up, not torn down.

Vast and Starlit definitely has some potential. I can even picture being able to play it as a campaign rather than as a one shot, even though I'm not looking for campaign play right now. The theme reminds me of the start of Blake's 7 or the first couple seasons of Farscape but there's a lot you can do within it. When the universe is your cold and uncaring playground, the stars are the limit.

That said, I'm more interested in trying out The Name of God. I think it has a tighter structure and more tightly interlocking systems. When so much of a game is free for, what structures you do have are very important. But that's just me.

Vast and Starlit opens up a lot of creative doors in just a few pages.

https://dig1000holes.wordpress.com/vast-starlit/

Thursday, March 17, 2016

Astrorobbers is a tiny RPG that might be too minimalist

While I had been looking for Astrorobbers after Alessandro Piroddi referred to it in his design notes for The Name of God, I stumbled upon it completely by accident.

You see, the game is actually in a free pamphlet called 'What is a Roleplaying Game' with no hint that it might be called Astrorobbers. Heck, for all I know, the game might technically not have a name and Astrorobbers is just a knick name. I found it when I was looking for Vast and Starlit, another game by Epidiah Ravachol, and decided to take a look at it.

Astrorobbers uses a stripped down version of Vast and Starlit. The original version of Vast and Starlit was designed to fit onto a large business card and Astrorobbers is a stripped down version of that. Wow.

Astrorobbers is basically a heist movie, a la Oceans Eleven or the Italian Job or Reservoir Dogs. The players are a group of criminals who are planning a big job. The twist is that they are also astronauts since who's going to suspect a bunch of NASA astronauts to be robbing a bank on the day that they are blasting off into space? Of course, since this is a heist movie, there are going to be complications and things are going to go terribly wrong.

Mechanically, Astrorobbers is a GM – free system with the players basically acting as a troupe. You take turns playing the focal character while everyone else fills in the world around them. The scene ends when you reach a critical decision, with the non-focal players offering consequences for the decision.

The theme really only comes into play with mechanics in a couple of ways. One player has to plan the heist while another is the  commander of the space mission and one person has to plan to turn themselves into the authorities. Beyond that, the game ends when everyone is captured or dead or in orbit.

Since the game consists of a cover page and one page of rules, it only took me about a minute to read through it. And I don't regret taking that minute. The theme is certainly kooky but not so kooky that you could use it. And it is always interesting to look at a minimalist system, which Astrorobbers definitely is.

At the same time, Astrorobbers is really more of a thought experiment for me then a game I could never see myself playing. Simply put, I want to see more structure.

Technically, a game like Baron Munchaussen has fewer rules. You're a bunch of nobleman drinking in a bar and telling stories with the only mechanic being away to interrupt each other. However, in one sentence, I've described the framework that the game works around. With Astrorobbers, you pretty much have to build the framework yourself with the theme just being a suggestion. 

And yes, with the right group of players, that won't be a problem. Heck, I have played with that right group of players more than once. However, a framework and a structure gives you the parameters of what you are exploring. Astrorobbers is so free-form that you can do anything with it. The author freely admits that you can use the rules to do something completely different.

A good narrative game should give you a lot of freedom. However, it should also give you the tools that you use to create the story. A good set of rules should not restrict you. A good set of rules should inspire you and guide you, challenge you to find different ways to think outside the box. Unfortunately, I just don't think there's enough to Astrorobbers to really do that.

However, I'm not going to knock it for that. Both the Name of God and the author's own Vast and Starlit build on these rules to make much more interesting and inspiring games.

The ideas in Astrorobbers are fine, they just don't go far enough. But, hey, it's a free giveaway. Asking it to change the world seems a bit much.

https://dig1000holes.wordpress.com/what-is-a-roleplaying-game/