Showing posts with label Visions of Empire. Show all posts
Showing posts with label Visions of Empire. Show all posts

Saturday, December 23, 2017

FREE character sheet for These Stars Are Ours!

FREE from Stellagama Publishing!

Character sheet for the These Stars Are Ours! (TSAO) setting; compatible with the Cepheus Engine and other OGL 2D6 Sci-Fi games.

Available in three formats: Standard PDF, Fillable Form PDF, and High-Resolution PNG.

Get it HERE!

Monday, August 14, 2017

Happy World Lizard Day!


Today is World Lizard Day! I love lizards! A whole gang of wild Mediterranean House Geckos lives on my garden and walls, as well as a couple of Stellagama dragons!

Also, Stellagama Publishing celebrates this day by providing two of its products, These Stars Are Ours! (home to the lizard-like Cicek) and Zeta & Tuko, at a 30% discount until August 16th, 2017!

Saturday, July 29, 2017

Borderlands Adventure 1: Wreck in the Ring

Stellagama Publishing is proud to present:

Borderlands Adventure 1: Wreck in the Ring

The interstellar transport Tallmadge's Splendor crashed on an asteroid moonlet of a remote gas giant in a barely-explored frontier system. Twenty-four years later, a belter hires some intrepid adventurers to help him salvage the wreck. Navigating and inspecting a dead ship – most of which is in hard vacuum – is not an easy job. Worse, the belter's team members have ulterior motives, and something is still alive aboard the doomed spacecraft.

Wreck in the Ring is an old-school deep space exploration adventure for 3-5 PCs, using the Cepheus Engine rules and fully compatible with any 2D6 OGL Sci-Fi game. The default setting is the Parvati system, on the very edge of Terran space, in the These Stars Are Ours! setting published by Stellagama Publishing. However, it will fit very easily into almost any interstellar sci-fi setting.

The PCs should have a variety of shipboard skills, whether they have their own ship or not. Mechanical, Engineering, and Zero-G skill will be most helpful for this job. 

Get it HERE!

Tuesday, July 11, 2017

Holding These Stars Are Ours! in my own hands!

Nothing compared to the pride of holding your own printed book in your very own hands! Today, UPS brought me These Stars Are Ours! in all its glory! This fills me with motivation to accelerate my work on further products in this line!

It is a sensation like no other.

On to work!

Friday, April 28, 2017

FREE from Stellagama Publishing - A Primer to These Stars Are Ours!

Have you wanted to see what These Stars Are Ours! is all about? Now you can try it before you buy it!

These Stars Are Ours is Stellagama Publishing's space-opera setting for the Cepheus Engine Core Rules and other 2D6 OGL SciFi games. Set in 2260 AD - two years after the Terrans took Keid and forced the Reticulan Empire to capitulate the book it introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering, and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. The book provides all the astrography and background necessary to set a sci-fi campaign in the exciting times of the 23rd century.

A Primer to These Stars Are Ours! provides the prospective customer with a taste of the core These Stars Are Ours! book. The Primer contains an overview of this setting, its human and alien empires, the Terran Borderlands, Reticulan (Grey) aliens, a sample world, a sample Patron, and a news dispatch from February 2260 AD.

Note that this publication includes information and a character generation table for Reticulans - Grey Aliens from Zeta 2 Reticuli! Also included are small-craft Flying Saucer stats. See the These Stars Are Ours! core book, available from Stellagama Publishing, for much, much more for the Greys, from abductor saucers to Noble careers.

GET IT HERE FOR FREE!

Wednesday, March 15, 2017

These Stars Are Ours! Reviewd

I am proud to see that two prominent bloggers have already reviewed These Stars Are Ours!

First is Robert Weaver from Ancient Faith in the Far Future (who by the way was our indexing expert).


Read and enjoy! Both are wonderful reviews.

Sunday, March 5, 2017

These Stars Are Ours!

Over three years ago, I posted on this blog the first seed of what became These Stars Are Ours. The ideas underlying this setting ran in my head, in one guise or another, for over a decade before that. Today, I am proud to present you with the end result of all these years of dreaming, deliberation, and hard work - THESE STARS ARE OURS! - a full-scale new space-opera universe for the Cepheus Engine and other 2D6 OGL SciFi role-playing games.

Set in 2260 AD - two years after the Terrans took Keid and forced the Reticulan Empire to capitulate - it introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. The book provides all the astrography and background necessary to set a sci-fi campaign in the exciting times of the 23rd century. 

It is two years after we won the War against our old Reticulan masters. We - the children of Mother Terra - are now free to forge our destiny and put our mark on the stars. These stars are ours! This is a time for bold men and women to step up and claim the universe. We need intrepid explorers to discover the riches of our far frontiers; enterprising merchants to open new trade routes with far-away alien stars; cunning spies and agents to protect us from any alien plot against our hard-won independence; and of course - daring soldiers and spacemen to protect our borders and push back those who would enslave us again. 

We are not alone - brave Cicek warriors and even Reticulan and Ssesslessian defectors fought along our side against the Reticulan legions. Against this mighty alliance, stand our many enemies - both internal and external. Corrupt politicians and crime-lords plot to turn our glorious Republic into their own plaything at our expense. Ruthless pirates and raiders rob far-flung colonies, heedless of the opening they give to our greater enemy. In the shadows, House Thiragin - the Reticulan noble house which once ruled Terra with an iron fist - plots and plans for its ultimate revenge on us upstart “barbarians”. For all of this - children of the Earth – Mother Terra needs you!

This book contains:

- History and background material for 23rd century Terra and the larger universe.

- Corporations, political parties, and illegal groups – both Terran and alien.

- 4 major alien species and several minor ones – all detailed.

- Rules for generating and playing characters from 6 alien species.

- 7 alien careers and 12 Terran ones.

- Advanced character generation rules and event tables for all included careers.

- Rules for cybernetic augmentation, body modification, and cyborg conversion.

- 2 small craft and 5 starships with full game statistics and high-res deck plans.

- The Terran Borderlands including 64 detailed worlds and a high-res star map.

- 12 Patrons offering adventurous missions to the players' characters.


Note that this book provides character generations, biological and cultural background, and flying saucers (!) for playing Grey Aliens from Zeta 2 Reticuli – ready to drop into any Cepheus Engine campaign!

Wednesday, January 25, 2017

TSAO teaser: 600-ton Reticulan Abductor

This is the shape of things to come for These Stars are Ours (TSAO), the upcoming new space-opera setting for the Cepheus Engine and 2d6 Sci-Fi OGL games from Stellagama Publishing. Here is the 600-ton Reticulan Abductor!

Little grey aliens from Zeta 2 Reticuli coming to take you at night!

Deck plan and render by Ian Stead.

Monday, January 23, 2017

TSAO teaser: 300-ton Terran Shaka-class Light Military Transport


This is the shape of things to come for These Stars are Ours (TSAO), an upcoming new space-opera setting for the Cepheus Engine and 2d6 Sci-Fi OGL games from Stellagama Publishing. Here is the 300-ton Terran Shaka-class Light Military Transport.

After the War, the Terran Navy decommissioned and sold off many of its ships, as part of the general mobilization of the Terran fleets. The Shaka-class Transport was decommissioned in large numbers and sold as a light freighter or merchant ship – of course after being stripped of most of its military-grade equipment. While unarmed, it is quite easy to rearm, and it remains as rugged and reliable as ever – and thus is a favorite ship of merchants and explorers prowling the frontier.

Deck plan and render by Ian Stead.

Tuesday, October 4, 2016

Early Preview: These Stars are Ours!

Flag of the United Terran Republic
We at Stellagama Publishing are hard at work on two big future releases.

The first is Space Patrol, a thrilling setting-neutral (for the most part) sourcebook for the Cepheus Engine and the other OGL 2d6 sci-fi games about interstellar policing and the eponymous Space Patrol enforcing the Law between the stars. Its estimated release date is Halloween 2016

The second - which I present here today - is the commercial, full-scale version of my old Visions of Empire sci-fi setting. We are now working on the first core sourcebook - called These Stars Are Ours! - and it's taking shape very nicely. This will be a full-scale book, first to be released as PDF and later as a Print-on-Demand (PoD) book for you to order.

Here is some flavor text from the first chapter of These Stars Are Ours!:

A Reticulan and two Terrans
"When we rose up, threw off our chains, and overthrew the EFA collaborators, I was pessimistic about our chances. I thought that our people, with our few worlds and small fleets, would not stand against the Reticulan might. I even feared that Terra will end up like the old Ssesslessian homeworld: reduced to rubble by the enemy. I was scared. But others knew one simple fact – that our spirit and determination were stronger than the Reticulan generals and their mercenary troops.

These Terran patriots steadfastly believed in our indomitable defiance in face of the Imperial oppressors, and they were right. Here we are, against all odds, against the well-calculated predictions of Reticulan military planners – standing free, one year after our declaration of independence. Our Republic is the sum of Terran resilience – a state built on unity, on cooperation, on liberty.

It is a Republic defended by its armed citizens – no longer slaves sent to die and kill on alien worlds for alien masters, no! We are free Terran women and men bearing arms and facing the same alien overlords on the battlefield, keeping their talons off our motherworld.

Terran Navy (left) and
Naval Infantry (right)
Today, these brave women and men are fighting in the trenches on Belobog, Sirius, and Svarog and flying starships in deep space in face of a relentless enemy. Wherever the Reticulans try to shackle our worlds, our citizens answer with gunfire. They fight for what is theirs: family, livelihood, liberty! Many of them will not return from the front lines. Many will give their lives for Mother Terra and our hard-won liberty. But this is the essence of our independence – won with blood, secured with fire. And we will march on, until we will raise our green and blue banner over the ruined palaces of the Reticulan enemy – until we will secure our independence once and for all! And then the galaxy will know: These stars are ours!"
- President Vera Singh, June 3, 2233 AD, commemorating the first anniversary of Terran independence.


The Terran Borderlands
These Stars Are Ours (TSAO) is the first product of the Visions of Empire (VoE) line of space-opera setting material for the 2D6 Science Fiction SRD rules (formerly known as Mongoose Traveller first edition). Set in 2260 AD - two years after the Terrans took Keid II and forced the Reticulan Empire to capitulate - it introduces the player characters to the immediate aftermath of the Terran Liberation War against the mighty Reticulan Empire and its many thralls. The Retriculan Empire had to sign a humiliating peace treaty with the victorious Terrans and reluctantly accept Terran independence from the Empire. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. On this background of espionage, maneuvering and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. The book provides background information, a 16 by 10 hex star-map, full information and write-ups about all 64 major worlds in this area, and other materials necessary to set a Traveller campaign in the exciting times of the 23rd century. 

It is two years after we won the War against our old Reticulan masters. We - the children of Mother Terra - are now free to forge our destiny and put our mark on the stars. These stars are ours! We took them by our right, and by the blood of our brave soldiers and star-sailors who gave their lives to free our Motherworld from the Reticulan yoke. The United Terran Republic proudly carries our Terran banner forward and we will make ourselves - humans from Terra - into a power to be reckoned with. This is a time for bold men and women to step up and leave their mark on the universe. We need intrepid explorers to discover the riches of our far frontiers; enterprising merchants to open up new trade routes with far-away alien stars; cunning spies and agents to protect us from any alien plot against our hard-won independence; and of course - daring soldiers and spacemen to protect our borders and push back those who still desire to enslave us. 

But we are not alone - brave Cicek warriors and even Reticulan and Ssesslesssian defectors fought along our side against the Reticulan legions. Rebuilding our space - indeed, building Terra into a mighty force on the interstellar playfield will require the help of our alien allies. Against this mighty alliance, stand our many enemies - both internal and external. Corrupt politicians and crime-lords plot to turn our glorious Republic into their own plaything at our expense. Ruthless pirates and raiders rob far-flung colonies, heedless of the opening they give to our greater enemies. In the shadows, House Thiragin - the Reticulan noble house which once ruled Terra - plots and plans for its ultimate revenge on us upstart “barbarians”. For all of this - children of the Earth – Mother Terra needs you!

Coming soon!

Monday, October 3, 2016

Empty-hex jumps and space topography

A common convention in (modern-day) Traveller and similar sci-fi RPGs using jump-drives and a hexagon star-map is that you can jump into "empty" hexes on the map and jump out of them, given enough fuel. Older incarnations of these games allowed jumps only between hexes containing a "world" (that is, a star with planets).

In this regard, one thing I was recently thinking about is that there are certain advantages to ruling out empty hex jumps. If you can jump into an empty star-map hex, then jump again to another system, you can essentially reach almost any star with almost any starship with enough drop tanks or inflatable fuel tanks - as well as extended life-support supplies. This makes space "flat" - crossing a 3-parsec "mini-rift" with your Free Trader is simply a matter of preparation and giving up some of your cargo space.

However, when you rule that you need a gravity well - that is, a star's mass - for the jump-drive to "focus" on, this changes things - now space has a "topography". In real-world (or fantasy world) planetside geography, you can't just travel anywhere in a straight line, at least if you move on the ground or sail on bodies of water. There are mountains and rivers, forests and bogs - in many cases, you will take a longer route to circumvent such an obstacle and not simply go straight through it. The same goes to jump-travel across a star-map where you cannot jump into "empty" hexes. Your Jump-1 Free Trader will have to take longer routes to reach worlds at a 2-parsec or wider gap from it; some worlds will simply be inaccessible to it as only a Jump-2 or higher ship can reach them. Even your trusty Jump-2 Scout will have to take detours around Jump-3 or wider gaps and there will be a few worlds only an advanced (and expensive) higher-Jump ship could reach.

This makes space interesting. There are various implications. First, it makes high-jump ships much more important - if your empire has Jump-3 while its rival has only Jump-2, you might be able to circumvent even its best-planned border defences and simply Jump over them. If you want to hide something, find a world accessible only by Jump-3 or higher and most civilians will simply be unable to reach it; go behind a Jump-4 or Jump-5 rift, and almost no one could get there. Trade and colonisation will develop along certain routes. Empires will fortify certain worlds, made strategic as they provide the sole access points into the empire using the rival's best Jump-drives. The empires themselves will develop along Jump-1 Mains allowing low-cost transport and develop much slower across Jump-3 or higher gaps.

This makes things interesting and makes space less "flat". I like that.

Wednesday, September 7, 2016

Cepheus Engine - my go-to sci-fi ruleset

I have decided to completely move to the Cepheus Engine as my go-to sci-fi ruleset, replacing Mongoose/Classic Traveller. Stellagama Publishing will, of course, also publish material for Stars Without Number - and we are now working on some seriously cool stuff for it -  but personally I now use the Cepheus rules. I will move Hard Space from Classic Traveller to the Cepheus Engine; we are writing (the commercial) Visions of Empire setting for the Cepheus Engine as well.

Why the change? The main reason is that of copyright and licensing. The current (second) edition of Mongoose Traveller has a closed "Community Content" license onDriveThruRPG. This license is quite nice for fans who wish to write material for the Official Traveller Universe (OTU) and even earn some money from them. However, it is very problematic for third-party publishers, such as Stellagama Publishing, to market materials through for various legal and technical reasons. Classic Traveller - an excellent ruleset - requires an individual license to publish for if you want to write anything commercial. There are the open (OGL) 2d6 sci-fi SRD rules, related to the first edition of Mongoose Traveller, but they are incomplete as a ruleset.

The Cepheus Engine is thus a good compromise. It is quite similar to Traveller in terms of flavor and rules, yet it is completely open-content. This means that we can publish sci-fi material in the flavor we all know and love without stepping on anyone's Intellectual Property toes and without requiring any individual license as Cepheus is under the Open Game License (OGL). The rules are complete and very good - perfect for sci-fi gaming and better still for sci-fi publishing. Check them out!

On a side note, I now have the perfect mapping data and the perfect map for Hard Space... Sold by Stellagama Publishing! This is one of the products I am very proud of, by the way.

Wednesday, April 6, 2016

On the Terran victory against the Reticulan Empire

"Popular opinion in our Republic places the sole responsibility for our victory in the Terran Liberation War on the bravery of our soldiers, the cunning of our generals, and President Singh's unwavering leadership. As far as building our patriotic spirit goes, this view does a good job of uplifting our spirit and adding to our confidence. But history – as a science – must go far beyond such simplistic notions. Why did we, then, defeat the mighty Reticulan Empire?

Yes, our soldiers were brave, our generals were cunning, and President Singh was an excellent leader. But had we faced a united and spirited Reticulan war effort, we would have lost the war and our freedom. But we never faced such an enemy. The Reticulan Empire despite its theoretical might, has three major weaknesses in war: Reticulan culture, which is less conducive to warfare than the Terran one; the Chiwak threat; and the most significant one – the internal contradictions of the Reticulan empire and its centrifugal forces.

First, as a rule, Reticulans make brilliant strategists, mediocre tacticians, and poor soldiers. This has to do with their biology and evolutionary history but even more significantly with their cultural characteristics. Their heroes are scientists and engineers; since their antiquity, their leaders were always artisans and scholars, and not warriors. Reticulan rationality and keen intellect allow them to plot complex strategic plans – some of which will outshine the brilliance of some of the most outstanding achievements of historical human military thought. Once they set foot on the battlefield and go into the smaller scale of company-level combat, however, they lack the instincts and the socio-cultural constructs necessary for excellence at the face of the enemy. Humans and Cicek, on the other hand, excel at tactics and fight much better at the smaller scale. Reticulans try to compensate for this weakness – of which they know all too well – by employing highly mechanized warfare techniques, using warbots, and above all using auxiliaries from alien species adept at war. But in the trenches, Terran instincts give them an edge, and auxiliaries are easy targets for psychological warfare efforts aimed at fomenting revolt and desertion.

Second, the Chiwak are a constant military threat to the Reticulan Empire, for centuries or even for millennia. In terms of personal fighting prowess, these feathered predators are the direct opposite of the Reticulans: they are born and bred for war. Their Dominion – an aggressively expansionist theocracy – seeks to place the entire Reticulan empire under the clawed Chiwak foot. The Reticulans, enjoying superior technology, employ a good number of robots in their war against the Chiwak, and also make use of auxiliary troops on a massive basis. Indeed, under the Reticulan occupation, many humans served as ground troops fighting for the Reticulans and against the Dominion. Given the incessant threat of Chiwak invasion, the Empire could never divert its full resources to combatting the Terrans, lest the Chiwak notice the weakened forces on their border and launch a major offensive.

Third and most important, not all is well in the Reticulan Empire. It has a highly stable social structure, with an Empress on top, ruling over nine Great Houses, who in turn control the Gentry – who lord over the commoner masses. Below all of this, one may find the Client Species, granted a certain level of autonomy but each a subject and a vassal of one Reticulan Great House. Each Reticulan knows her place and her function almost from birth; the only avenue of social mobility is that of a Commoner climbing the social ladder to join the ranks of the Gentry, but beyond that, one's status is a matter of bloodline.

But this stability comes at a price. The worst weakness is that each Great House is a kingdom by itself, highly autonomous – and highly competitive with the other Great Houses. When House Thiragin's thralls – the Terrans – rose up in arms, the other Great Houses were content to let the Thiragin stew in their own pot, and lent little or no help to their ancestral rivals; and the Empress herself saw the revolt as House Thiragin's own problem, which does not concern the central Imperial government. By the time the other Great Houses and the Empress realized the threat posed by the Terrans to the entire Reticulan Empire, Terra has already built itself into a military machine to be reckoned with. Furthermore, the glass ceiling placed by hereditary nobility on social mobility caused many of the more talented Gentry and Commoners resent the Imperial system, where rulership was not determined by skill or merit, but by birth; thus, the Technocratic rebel movement began, and was quickly used by the Terrans as a weapon against the Reticulan war efforts. Finally, the Reticulans often abused and exploited their Client Species; given the opportunities opened by the Terran revolt, many of them – especially a good number of Cicek tribes – were quick to throw off the Imperial yoke and support Terra.

Thus, our great victory is not only the product of our merit as warriors but also of historical circumstances related to the late era of the Reticulan Empire."

- Prof. Vincent Aregai, preface to "History of the Terran War", vol.1 pp.iii-iv, 2259 AD

(from the backstory of my Visions of Empire setting)

Wednesday, January 20, 2016

The lessons of Mass Effect for military sci-fi RPG campaigns

The Mass Effect trilogy is one of the best computerized sci-fi RPGs in existence, with the first game earning a 89% rating on Metacritic (the second game even got 94% and the third again 89%). In it's most basic essence, Mass Effect is a third-person shooter with RPG elements, set in a wide open galaxy with an enormous number of worlds open to exploration. It boasts one of the better and more interesting sci-fi settings ("IP". as it is customary to call them these days) of the past decade, complete with a magnificent story, a wide-open galaxy, and multiple alien species, all with interested, detailed histories and cultures. This is a rebirth of sorts of the "space opera" genre, supplanted somewhat by hard sci-fi and nano-punk in the early years of the century. It stands at the same level as Star Wars, Star Trek and Babylon 5 - a true beauty to behold. But here I will talk about one specific aspect of these games, which has little to do with the combat mechanics or even with the specifics of the universe. I will focus on the first game as it has the most "classic" structure in this regard.

What Mass Effect did very well is build a military sci-fi RPG campaign. Generally speaking, military sci-fi RPGs have to deal with three main challenges. The first is how to justify a diverse team of characters - as typical for a group of player characters - in a military setting. Typically militaries are highly uniform, heavily regulated environments, and all the odds and ends you see in the typical RPG campaign stick out like sore thumbs in a military setting. The second is that, in a quasi-realistic military situation, the command team of a starship, or any other group of ranking people calling the shots and having agency (freedom of action), rarely see direct ground combat action. Instead, they command their subordinates to do much of the actual fighting. But players love to have both agency for their characters and get into the thick of things with guns blazing. Third, even if the characters are a command team on an independently-operated starship, in military settings you usually have a clear chain of command and relatively strict orders to operate under.

How does Mass Effect solve all of this? It puts the player in command of a small team of elite operatives, who are further removed from the usual military chain of command by being galactic-government special operative (i.e. a Specter and his/her entourage). The player still serves the military on the long run and in the big picture, but he or she still ahs much freedom of action. The powers that be give him/her a large-scale mission, and the military gives him smaller tasks to accomplish, but since Shepard (the protagonist) is a Specter, he or she can act as desired on the smaller scale. Furthermore, with this semi-military semi-special-agency milieu, Shepard can recruit various assistants, some of whom are mercenaries, rebels, and renegades. Whatever gets the mission done. Finally, as Shepard and his/her entourage are special-forces soldiers in addition to Shepard being the captain of the ship, they do get to carry out commando missions. The rest of the command crew and ship officers do not participate in such missions. This would be an interesting framework for a tabletop sci-fi RPG; detached-duty special forces and/or ranking government agents, rather than being directly subjected to chains of command and rigid micromanagement by superiors.

The overall plot structure is also of interest for the tabletop military sci-fi RPG player and referee. One may call it a quasi-sandbox. Following a short exposition, Shepard becomes a Specter and gets his/her command of the Normandy, and then the galaxy opens up. He/she gets three leads to check in search of the villain he/she is after, but can explore the wide-open galaxy. Around the galaxy, there is a good number of side missions, sometimes hinted at by NPCs and sometimes found by exploration. The typical side mission - sometimes small "dungeons" and sometimes in more open locations is one to three "scenes" (or encounters) long, typically closer to one than to three; on the tabletop, one could probably finish one of these side missions in a single session of play, and the bigger central-plot missions in around three sessions of play each. The player may approach the three leads and the side missions at his or her order of preference, and usually has some choice regarding their outcome, sometimes significant choice which will affect the plots of later games in the series as you can import saved games from game to game. Once you explore the three leads you enter the main chase after the villain, which is essentially two big plot missions and the final battle.

Finally, the way characters are built and used is also of interest. The big villain of Mass Effect is built very well - given a strong exposition - you actually see the big villain in the very first tutorial mission and given ample reasons to go after him with extreme prejudice and the game revolves after getting to the point where you can actually lay your hands on him and stop his infernal plan. There is a big surprise in store for the player in regard to the villain, but generally speaking, you get a strong villain from the first minutes of the game. The NPCs are also interesting - except for one or two more relatively generic human characters who - if they survive - become more interesting in later games in the series. Each alien character is interesting, has a strong personality and a detailed history - and each has his or her own side-quest. All appear in later games and develop into central characters of the series.

All in all, interesting from the point of view of an RPG gamer interested in military sci-fi games.

Tuesday, January 19, 2016

Greetings from the new reptile proprietor!

Nom Nom Nom*
So, you have been wondering, what happened to the fabled Space Cockroach? Well - I ate him! Nothing fills a lizard's belly better than a fat, juicy bug from outer space! Now instead of his hideout, I, Agamemnon the Lizard King - AKA Omer Golan-Joel - hold my reptile throne, and choice basking spot, here. And from my throne room, I will offer you a wealth of new gaming material unheard of in the past of this blog. Because I have excellent news for you all - great things are happening! Things are changing for the better, not just for me, but for my humble contribution to the gaming world. I am getting published, on several channels. Far beyond my old Outer Veil and USE ME work for Spica Publishing and Alternative Armies, respectively.

Stellagama stellio, Rehovot, Israel
First things first - I have finished the full Barbarian Conqueror King manuscript last week and sent it, in all its 70,000-word beauty, to Autarch LLC. This will probably take some significant time to reach a release, as it needs rebalancing, editing, playtesting, proofreading and art, but now I am free to pursue other projects, while doing any further necessary work on BCK as needed - and hopefully within a year or so, it will be ready in its full glory!

Second, I am still translating Stars Without Number into Hebrew. As this is a pro-bono job, it is always lower-priority than anything putting bread on my table, but I'll try to finish this by March so we - the Israeli Society of Role-Players - will be able to publish it by Autumn 2016.

Third - and most importantly - I am now forming my own publishing "company" - Stellagama Games! You can see our logo to the left, drawn by the magnificent Luigi Castellani. My partner in this endeavor is none else than Richard Hazlewood - my co-author of good, old outer Veil. We will use the ease afforded by modern digital distribution to publish various role-playing games online. What will we publish? Initially, smaller supplements and adventures for White Star, Mongoose Traveller - and possibly also Stars Without Number and Swords & Wizardry: White Box. later on, something big is planned. Really big. More on that in the following months...

* I know, I know, this isn't a Stellagama but its Australian relative, the Bearded Dragon (Pogona vitticeps). I simply couldn't find a picture of a Stellagama eating a cockroach...

Monday, September 28, 2015

Mars has liquid, flowing water!

NASA has just discovered liquid water flowing on Mars! Granted, the water flows seasonally, in the (relatively) warm summer, and thanks to the high saline content of the Martian soil, it does not freeze or boil as readily as it would otherwise, but this is still - flowing liquid water on Mars! This is the astronomy discovery of the decade, for the very late, and it will doubtlessly keep a good number of scientists busy for a while. This also means that there are greater chances for native (bacterial) life than anticipated. And it also means that terraformation might be more readily possibly - if still monstrously costly - than believed in the past. In any case, a monumental discovery in our solar system!

Now, in Traveller terms, it would probably be UWP X411000-0 right now, hopefully within a generation or two D411220-8 with a good scientific colony! And in my Visions of Empire setting, by 2260 AD, it would be a major colony undergoing terraformation - B433942-D...

Wednesday, September 16, 2015

Trying to fight and forge ahead despite setbacks

It ain't easy being me. Between PTSD and depression, both of which originate from very bad things I underwent in my childhood, life is a struggle. I struggle to stay alive; I struggle to do something meaningful with my life despite the black pain which returns and floods me once and again like a dark wave. But I fight. I have no other option. I do far less than I would like to, I have so many great ideas but only a little of them get realized as sometimes my free time is taken over by dark thoughts and darker crying.

But I am trying to fight ahead! Despite all this pain, I am trying to do something with my life. Gaming gives me joy; writing gives me a purpose in life and a reason to live. The other reason I have to live is my spouse, Einat Harari, and my mother, Sarah "Suri" Golan. I live for them, and I live to write. And I am fighting. The struggle is difficult, and other than the support of my spouse and mother, and a few close friends to whom I reveal my inner darkness, and some mild sedatives, there is no outside support. I have to fight on by myself. And I will continue to fight as long I am alive, hopefully for many years.

My next goal is to finally finish the draft for Barbarian Conqueror King. Once BCK is finished, I am going to work on Visions of Empire as a commercial setting for the next edition of Mongoose Traveller (I will start writing it only AFTER BCK is done). All the meanwhile I will continue to run my bi-weekly BCK campaign using D&D5E/ACKS hybrid rules (there might be some conversion notes ready after I finish writing the draft).

I will fight! I will never give up to darkness! I will forge ahead no matter the pain!

Saturday, September 12, 2015

Re-focusing Visions of Empire

Some thoughts about re-focusing my Visions of Empire setting

The "core" alien species I really like and who always enter my ideas, plot and parts of this setting are only three (apart from us Terrans, that is) - the Reticulans, the Cicek and the Zhuzz. The rest are far less central to the setting concept, even the Chuwak. One idea I had was to keep only these (and maybe the Chuwak as the Reticulans' arch-enemies) as the Major Races and relegate the rest - Fanja-Kanja, Ssellassians, Phnunk, Klaxx and so on - to the status of "Minor" Races with a few planets each (usually just the homeworld and the occasional off-world individual or colony). The map can also be changed so that the "interesting" space would be the Terran "quarter" (or quadrant) of the map showing Terra, many Terran colonies, the Reticulans, Cicek and Zhuzz; the Reticulan Empire (and later Technate) would mostly exist off-map, as well as most of the Minor Races. This will help the setting get an important focus.

The main two ideas about minor races I have with this are for the Sselessians and the Fanja-Kanja. The Sselessian homeworld was glassed by the Reticulans a long time ago when they dared revolt against the Empire. They were then forced to become nomads, and slave-fighters for the Empire. The Terrans of course capitalized on this during the Terran Liberation War and claimed openly that they were fighting to liberate the Sselessians (among others) from Reticulan slavery. And indeed, at the war's end, the dissident Sselessians (the ones who supported the Terrans and fought for them) got a homeworld and their own "independent polity" (with Terran advisers, of course) on a few worlds conquered from the Reticulans. The Fanja-Kanja, on the other hand, do have a homeworld, but no 'proper' polity - but on the other hand they are common everywhere as merchants, and are allowed to roam freely by the Reticulans. Reticulan propagandists always show them as an example for how conductive the Empire is to people who stay peaceful and cooperate with it.

There were at least two polities (that is, Terran client-states) formed by Terran victory - the Sselessian new homeworld and the Reticulan Technate. Of course the Cicek had a new 'government' as well, but as all things Cicek go, it was very loose, and not really controlled by the Terrans (or by anyone else, even the Cicek themselves; it isn't easy herding anarchistic tribal warrior-lizards into a cohesive political structure, after all).

The bottom line: let's focus on what's relevant to the setting core, i.e. Terran space. At its heart, Visions of Empire is always about Terrans, and their interactions and relations with aliens. What goes about, for example, on the other side of Reticulan space, and their long war with the Chuwak Holy Dominion, is another story for another time, part of the background, but not the main story here.

So I was thinking about a quadrant worth of space, 2 x 2 subsectors in size, with Mother Terra at its center or close to its center (this map would actually be easy to make from my old map using Paint.NET). Reticulan space is on the Trailing-Rimward part of this, Cicek on the Rimward, and Zhuzh on the Trailing. Terran Space is open to a frontier on the Coreward and Spinward. Alien space extends far beyond the borders of this area, and might eventually get a dot-map, but is not "core" to the story at hand.

Terran Quadrant Starmap:


For the full-res starmap, GO HERE.

Wednesday, July 29, 2015

Visions of Empire - Map Updates - Now with Borders!

I've made some progress (while mainly working on Barbarian Conqueror King and translation contracts) on the starmaps for my Visions of Empire setting for Classic Traveller, including political borders.

First is a political overview map for 2232, right before the Terran Liberation War; back then, all peripheral polities on the map are client-states of the mighty Reticulan Empire.


Second is a political overview map for 2261 - 3 years after the Terran and Cicek victory in the Terran Liberation War.


Third is the full starmap, now with 2261 borders. Notice how the Cicek (allied with the Terrans) managed to grab up Reticulan territory and how the UTR conquered much Reticulan and Sselessian space and colonized several worlds both in its war-time resource-rush and in an attempt to secure the Cicek Run (wartime supply route between the two powers.

All polities other than the Terran and the Cicek are still Reticulan client-states.


Saturday, July 25, 2015

Visions of Empire "Dot Map" Ready!

Here is the whole sector "Dot Map" for my Visions of Empire setting for Classic Traveller which I'll use to plan out the astrography.

Blue worlds have liquid surface water.

Grey worlds lack surface liquid water.

Purple worlds have non-water surface liquids.

White caps indicate surface water ice and no significant surface water.

Multiple dots denote an asteroid belt main-world.

Starburst is a star system with no significant bodies or asteroid belts (typically bright stars).

A black dot on the upper right side of the hex denotes the presence of local gas giants.

Most system locations were "flattened" from real-life astrography; some (the ones without names) were hand-generated and handwaved to represent worlds orbiting hypothetical dim stars we haven't detected yet as per 2015.

Dataset was similar to what I used to generate the Outer Veil map, but I did make significant changes to this map.