
[R n' R] - a Supra
Universal/Dimensional
Space Opera (SUDSO)
R n'R is a work-in-progress
to construct a generic 'Galactic
Empire' campaign environment for
gaming system (Link).
It is hoped that D/Ms of other SF RPGs will find these pages a generic
resource for their own Space Operatics.
Naturally to maximise the value of these pages you will need a Tarot
Deck!
An R 'n R Post History
It is the one hundred and eleventieth millenium since the second
Diaspora "II: The
Expulsion". During that time the cleansing atomic fires have purified
the
unfit worlds and unclean places. The Adepts of the Twenty One Aspects
sweeping all before them... or so they Believe. But ancient wickedness
and corruption lurk in the Voids between the stars.
(And the Deus ex Machina may have
other plans.)
"Earth", "Manhome", "Gaia", "The Green Hills" and the 'Cradle of St
Tsiolkovski'
are half remembered legends. Whilst authorities argue over the exact
location
of Sol.
Humanity has leapt (fled!) across the Cis-Galactic Deeps to
explore and
settle
our satellite (companion) galaxies: The Magellanic Clouds and lesser
Dwarfs. The adventurous have commenced the long voyage
into the Trans- Galactic Void and the long
journey to Andromeda.
Meanwhile, spreading around the outer arms of the Galactic Rim: a two
wavefronts of disparate Post-Human StarCultures...
What will happen when they meet?
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Dei ex Machinae [D/M's] are
directed to the glorious but defunct Universe
(SPI), Space Opera (Fantasy
Games
Unlimited) and the 'everything including the kitchen sink'
system that is Fading
Suns
(Holistic Games), Tri-Tac's FTL: 2448 and naturally I.C.E.'s SpaceMaster,
now into its third reprinting! As well as the various gaming
spinoffs associated with media SF: notably Farscape and naturally Star
Wars; and the other more 'local' campaigns: Star Trek, Babylon 5, etc
that provide an excellent setting for our stellar neighbourhood.
Literary sources
are many and varied; essentially: E.E.
'Doc' Smith's Lensman
series for the purple prose, Asimov's Foundation series for
scope; Poul Anderson's Technic
stories for the aliens and
Frank Herbert's Dune for the
psychobabble!
Other Known
Spaces naturally
include Larry Niven's eponymous setting, H. Beam Piper's Federation/Empire; the Co-Dominium of Jerry Pournelle and
the Hub of James H Schmitz.
There are others... Although campaigns can be envisaged where humanity
is a minor player in
galactic politics; or as a primitive, captive or even a slave species; R
n'R assumes that your Known Space
[KS], of whatever size, is human derived or that humans play a major
role in
interstellar/intergalactic politics.
Adapt: a
sophont with adaptive changes to enable them to live in the post-
terran
Galactic Milieu and environments ranging from pure vacuum to the ocean
deeps... and everywhere in between.
Abomination: a
sophont with adaptive... (as viewed by superstitious planet bound
peasants and their repressive authoritarian masters.)
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The
Significator and Major Arcana are associated with various 21s
(22s!). |
For new Adapts and Abominations
[AAs] their Significator can indicates
their Temporal Origins. Naturally
Player's efforts in 'fleshing out' just how they integrate into the
D/M's campaign background
should be rewarded by attentive D/Ms.
Otherwise, depending on the requirements and scope of the D/M's Campaign,
by cross referencing the AA's Significator the Player may attempt to
justify applying it to any of the following. Alternatively, the AA's
'Lifepath' - the subsequent MaA drawn from the Player's Destiny Deck
obtained during the generation
process - can be applied to campaign specific advantages or mere
background detail.
Cultural Divisions
- 21 Star Cultures:
- Intra-System
(Near Future):
seven space going 'Nation States', seven members of the 'System States
Alliance' and the
seven 'Outer Worlders';
- Inter-Stellar: [UNDER
CONSTRUCTION] seven 'Hub Combines' - the
first wave of colonial territories and their associated
'Core Territories' out to 30 light years (lytes) {medium term}; seven
intra-Galactic 'Spheres of Influence' in the
Outer Marches of the Galactic Milieu {far future}and seven
'TransGalactic Associations' {distant future}.
- 21 Star Guilds and 'backwood'
Crafts for backward (pre-technic) autochthones, decivilised
colony worlds or
technologically suppressed peasant planets.
- 21 Non
Guild Institutions, nominally organisations either driving the plot
or plotting to drive the AA's out of business.
- 21 Star Sects: seven 'modern'
religions,
seven
weird 'new age' religions and seven even weirder alien cults...
- 21 Star
Houses
(Dynasties): [UNDER CONSTRUCTION] Noble Families and plutocratic
despots:
Biological Divisions
- 21 TransHuman Adaptations to the
new
frontier. Terrestrial cultural 'norms' and strange mutations; extra
solar evolutions; genetically modified 'G-Men' and the many other
Exotic variations on the basic Human form.
- 21 Basic OW! Biochemistries
(The exclamation point courtesy of the Hydrogen Breathing Gas Giant -
Giant Gas Bags... as in "Oxygen and Water!
-you've got to be kidding. Nothing can live at those temperatures and
pressures..."
- 21 Nanopox
Afflictions strange
mutations, (not necessarily restricted to Human spp.) caused by
Nano-tech tinkering.
- 78 (at least!) Alien Races
of various types. Examples (well pastiches) of your favorites...
[UNDER CONSTANT REVISION]
nominally divided by the D/M
into 4 x 14
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Wands
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Planet bound 'Protectorates': subject (slave!)
races
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Pentacles
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Space going but non FtL
capable 'Clients'
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Cups |
FtL capable 'Neutrals' (when it suits them!)
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Swords |
FTL capable 'Rivals'
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Boring D/M's Stuff
The
following are provided for a 'quick and dirty' Kosmic Kreation.
(Hopefully retaining some scientific credibility in the process):
Habitable World Generation (Introduction)
Comprising
21
Settlement
Types: starting with the lowliest *Outpost to
planetary Megopoli: the seven generic
Star Settlements (of increasing size) and fourteen
specialised urban centres.
21
Habitable planetary types: seven
generic habitability levels, seven
planetary extremes and seven 'cosmic oddities' that are also habitable
as well!
21 Technology levels caused by gradual decivilisation or despotic
repression
21 political systems
additionally
21 levels of
Starport
from a landing beacon to a hollow world.
21
Planetary Activities Archeic
and Low Tech (Native) Crafts; Colonial Support Structures (i.e. Guild
Halls) and other Plot Complexities
Plus some specific Campaign Specials
21
Ruined
Worlds
21 Lost Worlds, 21 WorldShips, 21 Derelict Hulks,
21 Alien Mega-structures, and
other figments of the moment...
Technics
'Alien' Culture Generation
21 Subject species and their Homeworlds
(any resemblance to famous
literary species is purely for purposes of satire!)
21 generic Exotics (biochemistries)
21 'Primitive' Crafts Industries and Artisans
21 Political Systems
Minor Arcana
Whilst the Major Arcana (MaA)
define a multitude of
factors (u.s.),
the Minor Arcana (MiA) can also be used to flesh out the AA, NPC and
campaign;
principally (originally) defining the four classes of any primitive
Culture: Peasants, Merchants,
Priests, Nobility.
In modern terms: Workers' Collectives; Professional Associations;
Religious Faiths; Aristocrats, Plutocrats and Technocrats.
the Minor Arcana can also be used to provide the fine detail of the
D/M's campaign.
More...