Ashen Stars: The Witness of My Worth, Part 2

***Spoiler Warning***

I’m running the introductory scenario, The Witness of My Worth from the Ashen Stars rulebook. While some things always get changed when the scenario meets the players, I am running it pretty much straight out of the box. There will be spoilers in this post.

***You Have Been Warned***

About a week ago, we finally managed to schedule a session to finish our Ashen Stars play test ((You can read about the first session here.)). I’d been trying to think how to flesh out the end of the adventure to fill in an entire session – we only had one or two scenes left – and threw together some combat encounters to use. As it turned out, I really didn’t need them.

The Lasers did some more speculating and discussing of the information they had so far, trying to figure out what was going on. They had a number of pieces of the overall puzzle – computer intrusion, rewriting of brains via the headsets, air clearing in a formerly polluted area, stuff like that. What they didn’t know was what was causing this – the Durugh, the Mohilar, someone ((Or something.)) else.

After going around in circles a few times, they remembered one of the basic tenets of GUMSHOE games – if you’re stuck, it means you need more information. They had one lead – a set of co-ordinates out in the ruined city that seemed to be at the centre of the strange occurrences. And so off they went.

I spent a little time this session describing things – coming up with descriptions of the surroundings, working a little harder to paint a picture of the world. I also worked harder at smoothing out the use of Investigative abilities in the game – trying to make them more transparent to the players. I had some pretty good success with the first part, but not so much with the second.

The problem with the Investigative abilities not being transparent was two-fold, I think. First, there was the simple fact that all of us – GM and players alike – were new to this game ((I had run Trail of Cthulhu previously, and one of the players had played it, but we were all new to Ashen Stars.)).Now, that’s a problem that will arise with any new game, and it can correct itself after a few sessions. Familiarity and mastery will come.

The second issue was something that compounded the first one: the Investigative abilities in Ashen Stars are not intuitively named. Instead, they are named in keeping with the space opera setting. This is great as far as flavour goes, but it adds an extra level of learning between the players and mastery.

Anyway, our heroes made it to the site, and found that it was a museum devoted to Brian Hudd, native son of Ares-3, and hero of the Mohilar war. Something ((They assumed the Ashen Star incident of a few days previous.)) had restarted the computer that ran the museum, which immediately turned on the air scrubbers, resulting in the clear air around the building.

Investigating further, they found that the computer had achieved sentience, but had been damaged. All the records of the diplomatic, alliance-building Brian Hudd had be been lost, and only the records of Brian Hudd as a ruthless, cunning, and triumphant warrior remained. The building had also lost its holo facilities, so it was making do with reprogramming any sentients that happened by ((Using their headsets as the reprogramming vector.)) to refight Brian Hudd’s battles.

They found this out the hard way, when Returner-U directly interfaced with the museum computer, and was reprogrammed into Brian Hudd, fighting off the Mohilar ((That is, the other PCs.)) and trying to reunite with his crew ((That is, some random, reprogrammed Ares-3 inhabitants that I had statted up in case I needed a fight.)). So, there was a desperate struggle with Returner-U, as Maxine managed to synthesize a viro deprogramming agent to cleanse Returner-U’s mind.

Once they had their Cybe compatriot back to his regular charming self ((This is a bit of a joke. Returner-U has absolutely zero interpersonal skills.)), the Lasers made their way down to the main computer room in the basement and tried to shut down the computer, only to find that it had a back-up version of itself recorded in the strange electrical activity in Ares-3’s atmosphere.

Now, this is all part of the scenario-as-written, to set up a very specific kind of climax to the adventure: one where the characters, in the best tradition of Captain Kirk, convince the AI that it is flawed and must destroy itself. But, I must admit, as I was giving the characters that last clue, I rebelled against it. It was a little too, well, not to put too fine a point on it, dumb ((Sorry, Robin.)).

Okay, “dumb” is a little harsh. And there are alternative solutions offered in the scenario. Perhaps a less judgmental way of putting things was that the solution seemed to clash with the moderately gritty vision of the setting that our group shared.

Whatever the reason, as I said, I rebelled, especially once I started getting some of the clue out, and felt the resistance to it building in the group. So, I changed things slightly, and explained that, with the ability of the AI to exist in the atmosphere, there was no way to physically destroy it.

And then the group showed me again why I game with them. They convinced the AI to accept a download of the rest of Brian Hudd’s accomplishments, and persuaded it to keep working to clear the air of Ares-3. They even talked it into spreading itself through the ionosphere and reactivating other air scrubbers on the planet. And they convinced it to create a child AI that they could load into their ship’s computer.

“Now that’s a pilot episode,” was the response from the group.

We faded out on Aron telling the bartender on Ares-3 to be ready for the Combine to come calling. And that they didn’t need to rush into backing the Combine – they had the right to their independence.

The gang talked about how they’d consider playing more Ashen Stars ((Well, one player was not interested. He’s not a fan of investigative games.)), but the more they talked about how they had enjoyed this session – specifically the last half of this session – the more I was convinced that this is not the game for this group. Why not? Because the bits they liked most were the bits where I had departed farthest from the game system.

They liked the setting, they liked the characters, they even liked parts of the scenario. But they didn’t like the idea of fiddling with the Investigative abilities, and then trying to figure out the mystery. The more we discussed things, the more certain I became that the game system is the thing they liked least about the whole play test.

This is not to say that Ashen Stars is a bad system – it’s not. I love it. I would need more practice to run it smoothly, and there are a few things about it that I find irritating, but the same is true of any system.

But not every system works for every game group. And this system does not work with these particular players. And so, I said that I would keep the game in my back-pocket, as it were, for possible future play ((Or conversion to a different space opera game system, maybe?)), but that I didn’t think we should keep going with it as a regular game.

Instead, I offered them a Marvel Heroic Roleplaying game that Clint had suggested at one time: street-level superheroes in Gotham City. Everyone thought that was a splendid idea, so that’s what we’re doing. In discussing it, though, it became clear that there was not a common vision of such a game being shared among the group, so this coming Friday, we’re going to get together and use the Fate Core game creation rules to create our MHRPG setting ((The Fate Core stuff is just so good for this. We can even create the aspects for everything, just call them distinctions to fit with the Cortex Plus rules.)).

I’ll let you know how it turns out.

Ashen Stars: The Witness of My Worth, Part 1

***Spoiler Warning***

I’m running the introductory scenario, The Witness of My Worth from the Ashen Stars rulebook. While some things always get changed when the scenario meets the players, I am running it pretty much straight out of the box. There will be spoilers in this post.

***You Have Been Warned***

A little over two weeks ago ((I started writing this post the morning after the game. Honest, I did. But life kept intruding and keeping me from finishing it. I’ve changed that reference to when we played three four times now.)), instead of some sort of Valentine’s Day celebration, I had a group of friends over to play our first session of Ashen Stars, the space-opera GUMSHOE game from Pelgrane Press by Robin D. Laws ((I think that’s a record for number of links in a single sentence on my blog. Yay!)). We had done character creation by e-mail, which turned out to not be ideal, but we got through it, and I, at least, was excited to actually start playing.

Only one of my players ((Maybe two; I can’t remember if Fera had played in a Trail of Cthulhu one-shot.)) had ever played a GUMSHOE game previously, so I spent the first bit of the session explaining the system. I think it’s a good thing I did; my explanation of how the Investigative abilities worked caused a couple of characters to rearrange some of their points. I also talked about the part that always messes up new GUMSHOE players: if you don’t know what you should do next, go get more information.

I also explained that I had the Ashen Stars soundtrack, All We Have Forgotten, loaded up on my computer, and that I would be using musical stings to end scenes when the characters had got all the information they could from a scene, as well as using the other tracks to provide thematic background music. Then I pretty much immediately forgot to do all that. Oh, I think I managed to pull in the proper track twice through the evening, and used a sting maybe once, but it turned out to be just one more thing for me to keep track of, and it got lost in the shuffle. With some practice, that might change.

I had also printed out Kevin Kulps 30-minute demo scenario, Stowaway, thinking that I might use it as a sort of trailer for the game, giving people a taste of how things worked before jumping into the actual investigation ((I even worked out a way to tie it into the backstory for the characters that they had worked out.)). I discarded that idea, though, simply for reasons of time. We’d already spent over an hour with the introductory stuff ((Waiting for everyone to arrive, getting everyone fed and settled, going over the rules, talking about True Detective, talking about work, etc.)), and I really wanted to finish this scenario in one session ((Spoiler: didn’t happen.)), so I decided not to use the short scenario, and jumped into the main scenario.

I had typed up a one-page hand-out for the players, outlining their mission from The Witness of My Worth, containing the main datapoints of their assignment, and I gave it to the bagger to read first. When she had read it and started passing it to the other players, I explained that this was a good time to start using some of their Investigative abilities to fill in background and detail on the contract – what their destination was like, what the legal complications might be, etc. They spent a little time doing that, getting a little more comfortable with the concepts behind GUMSHOE.

When they looked to have had enough of that, I jumped them into the Ares-3 system, and sprang the first little surprise on them: the ship immediately started plotting an automatic attack run on a nearby hauler. Returner-U managed to wrest control away from the computers before things went badly, and our Lasers were able to prevent an unprovoked attack by their ship on the unsuspecting hauler. They hailed the hauler, and found that they were heading to a settlement on the far side of the planet from the site of the EvBase.

Making their way down to the planet surface, the Lasers landed as near as they could get to the EvBase in the ruins of the capital city. They managed to bypass the fence of security pylons around the base, and even defuse the booby-trapped bomb on the door. Inside, they found the entire crew of the EvBase dead. They managed to reconstruct the sequence of death, determining that a group of the crew returned from outside and attacked those inside ((I really should have spent some more time prepping this section. The notes in the  adventure did not provide the sequence of death – specifically, who died when and where – and I was forced to reconstruct it on the fly logic-puzzle style. And there was some question about the timing of the bomb set on the door that I couldn’t immediately resolve, so I resorted to the old GM trick, “Yeah, that does seem odd, doesn’t it?”)).

Some of the records they unlocked from the main database led them to go and investigate  the settlement nearby. There, they found that the locals weren’t all that welcoming – though the Durugh arms merchants did offer a job to Arrud – and weren’t too forthcoming with information.

At this point, I found myself fretting about some of the false assumptions that the group was making, and the number of clues they weren’t picking up. You see, this was the first time I found myself running a published GUMSHOE adventure, being far more used to running the improvisational style of mystery found in The Armitage Files. Published adventures, I have found, lay out a much larger number – and a broader range – of clues, to make sure that the characters can always find the path forward. In improvised adventures, the GM can be more parsimonious with the clues created, because they are created at the intersection of the mystery’s background and the investigators’ actions.

What I’m saying, I guess, is that, even though the investigators didn’t uncover every clue in every scene, they still got all the core clues, and were able to move forward in the investigation, even if they were moving forward with false assumptions.

Still, at this point I realized that the Lasers didn’t have the clue to lead them on to the next stage of the investigation. And there didn’t seem to be much chance of them finding that required clue in the current scened. Fortunately, I turned the page, and saw that the answer was in the next scene.

So, I had a huge ground transport come lumbering down the avenue toward the bar, with a couple of people firing weapons out the windows. Our Lasers sprang into action, saving some bystanders and crippling the transport. Investigation of the driver and passenger showed that they had brain deformations similar to those found on some of the crew of the EvBase, along with burns along the points where their headsets touched flesh.

Data in the transport revealed a site where strange things were happening, the next bit of vital information to drive the investigation forward. They decided to head off there to see if they could get to the bottom of this strange thing that seemed to be reprogramming the brains of those who came into contact with it.

That was the point we decided to call it an evening, as it was getting late. I need to flesh out some of the end of the investigation to fill up an entire session, because there are only a couple of scenes left, and it could be wrapped up in a little more than an hour. That shouldn’t be too difficult, though.

I’m looking forward to the next session.

Ashen Stars: Recruitment

I seem to sort of wander backwards into running GUMSHOE games. What I mean by that is that I usually spend several weeks or months planning to run a campaign ((Even a mini-campaign, like this one is going to be.)), but with GUMSHOE games, I wind up running them after a casual conversation and a quick agreement, and then scramble to get the campaign ready to run. That happened when I ran the Armitage Files campaign, and it happened again with Ashen Stars.

In both cases, I had been talking the games up to various people, but not expecting to have a chance to run either any time soon. For Ashen Stars, I had offered to run a one-shot between earlier this month at a game night, but we opted for board games instead. Still, the group was interested enough in the pitch that I’ve agreed to run a mini-campaign, about four or five sessions, covering two to three cases, I’m guessing.

Because of timing and scheduling issues, I decided to do character generation via e-mail, basing my experience on the Trail of Cthulhu character creation process that I used for Armitage Files. I had been dreading running that character generation session, but it turned out to go quickly and easily and got everyone excited about the game, so I figured that this would go pretty easily, as well ((You see what’s coming, right?)).

It has not gone as smoothly as expected.

I’ve been trying to think about why that is. The first thing that came to mind is that this game, unlike ToC, deals with gear in some detail, and wading through the sections on cybernetic and viroware enhancements is a little daunting. But that led me to a number of other choice points in character creation that slowed things down and caused some confusion:

  • Roles. Unlike ToC, where you just pick a profession, AS uses the concept of roles to focus character concepts and ability selections. Roles are different than professions, in that it’s good to have all five roles covered to be an effective squad. Well, all ten, really, once you factor in both warpside ((Aboard the ship.)) and groundside ((I don’t really need to explain this one, do I?)) roles. Actually, eleven roles, including the medic, which is both a warpside and groundside role. Sorting out who was going to take which role and what to do with the leftovers took some discussion.
  • Ship. You start with a ship, picked from a selection of eleven different classes, each with its own strengths and weaknesses. Analyzing these and deciding between them was another choice-point that required discussion. And a vote.
  • Gear. As mentioned above, the shopping expedition took time. As part of getting gear and enhancements involves divvying up a pool of group money ((Some of which you probably want to save for an emergency fund to repair your ship or pay for maintenance if you wind up waiting a long time between contracts.)) and then budgeting for upkeep for your own cyber or viro enhancements.
  • Personal arc. The personal arc is a beautiful idea for this kind of game, but it takes some time to put together. Especially because it’s a new idea for the gaming group. Fortunately, this is something that doesn’t need to happen right away, and it’s something that each player can do individually, with just a little input from me. The point is that it’s not something that requires group input and decisions.
  • The Bribe(TM). I gave the players six questions about their characters that they could answer or not. For each question they answered, I let them pick from a short list of stuff. Everyone got me their answers ((For all six questions, I might add. Everyone answered every question.)) in quick order, but took their time picking out their rewards. Again, though, this is something that doesn’t require group discussion. Also, it’s completely my fault, and not part of the rules for the game. But it has introduced a delay.

Now, these points are not necessarily bad things. They do a lot to flesh out the characters and the setting, and the end result is going to be some very cool characters.

But.

They do not lend themselves well to creating characters by e-mail discussion. Maybe if I had thought to put up a forum to run character creation, it would have gone smoother and quicker, but I honestly doubt it.

Looking at things, I really should have done more to schedule a character creation session. There’s nothing like being face-to-face for group decision-making. And for explaining some of the more slippery concepts. And answering questions, voting, brainstorming…

There’s been some frustration from the players at what seems like far too much work to create a character. One of my players said to me last night, “I’m really looking forward to playing the game, but man, the character creation just blows.” I don’t think the character creation blows, but the way I managed it certainly does.

In addition to the frustration for the characters, I’ve found that I’ve had to do a lot more work on my end managing the whole process. Keeping everyone on the same phase of the process turned out to be important, as the stuff I sent out for those who were ahead of things turned out to be information overload for those who were on earlier phases. I had to build a spreadsheet and keep sending out updated versions to show people what abilities had been covered. And I think I’ve sent out about 15,000 words of explanation, lists, instructions, examples, and updates over the past three weeks.

Much of what I sent out was aimed at making things easier for the players: suggested gear and enhancement packages, short descriptions of the different ship classes, worked examples of personal arcs, new gear developed at player requests, etc. I don’t begrudge this at all, because it’ll help them have more fun. And besides, I did it to myself.

To help take some of the sting out of this process that has ballooned and morphed from quick-and-easy to long-and-tedious, I’m preparing extensive cheat-sheet packages for each character, with descriptions of their abilities and gear, and such. Hopefully, that will make the actual play move quickly and easily despite the new system, and soon character creation will be a distant memory.

The big lesson learned from all this? Not every game system has a character creation process suited to every type of situation. While I think that e-mail character creation would work fine for ToC or D&D, it does not work for Ashen Stars. And I wouldn’t even try it with Fate.

Despite all of the above points, we have all four characters at a playable state. We were going to have our first game last night, but real life intruded and we’ve had to delay it. But here’s the list of our doughty crew of Lasers:

  • Arón Santa-Ana: Human Stratco/Gunner/Chopper ((I don’t know if the Stratco/Gunner split is going to cause problems in play, but we’re going to try it out. If it’s a real problem, we’ll work something out.))
  • Furan Arrud: Durugh Hailer/Face/Mapper
  • Maxine Kemper: Human Medic/Wrench/Bagger
  • Returner-U: Cybe Pilot/Techo

Tough part is over folks. I promise. From here on out, it’s freelance police in space!

 

Ashen Stars

I finally had a chance to finish reading the Ashen Stars pdf that I got with the Stellar Nursery preorder.

I have to admit, going in, I was hesitant. It’s another GUMSHOE game, which was originally billed very much as a system for mystery games, like police procedurals. And Esoterrorists and Mutant City Blues both lean heavily on that sort of idea. I didn’t know if playing space cops was going to be different enough to be interesting.

But Trail of Cthulhu works so well, that I figured  was worth looking at. I mean, Pelgrane Press and Robin Laws turn out good books, so I had little to lose.

Ashen Stars goes so far beyond cops in space that I’m almost embarrassed that that’s what I thought at first. See, Robin Laws made a realization that had escaped me: most space opera stories, as shown in shows like Star Trek and Firefly and their ilk, are about mysteries. Not necessarily in the traditional whodunit sense, but in the sense that the stories start with a problem that requires the characters to acquire and interpret information to solve.

It’s this realization that makes Ashen Stars really work. The default setup, where the characters play freelance police ((Thank you, Sam & Max!)), gives it the cops in space premise, but the sample missions and discussion of setting, episodes, themes, and genre show off the range and breadth of the source material. The setting provided is interesting, gameable material, but the game could be used to replicate pretty much any space opera setting: Star Trek, Firefly, Andromeda, Mass Effect, the Vorkosigan books, all of that is doable with minor tweaks. Pretty much any story from those sources can be reproduced easily using Ashen Stars.

Aside from the setting material, the game provides some nice tweaks to the basic ruleset. Space opera needs aliens ((You may wish to point out that Firefly had no aliens in it. I would like to remind you about the Reapers, and ask you if you really think that’s true. Just because they’re human doesn’t mean they aren’t alien.)), so there are rules for different alien species, with different benefits and drawbacks for them. The skill set has been adjusted in keeping with the setting, adding Investigative skills like Energy Signatures. And there are, of course, spaceships.

The ships are interesting. There are several different classes of ship, with different strengths and weaknesses, and the group gets to pick one for their crew to use at the start play. To support the ships, there’s a set of space combat rules that look amazing.

One of the problems with spaceship combat in RPGs is that, while the situation tends to involve everyone, often there isn’t something for everyone to do. Those without shipboard skills ted to wait around for the spacey guys to save the day. Ashen Stars avoids this through a combination of almost-classes that make sure everyone has something to do both groundside and warpside ((This is the term the game uses for “in space.”)), and the tactical rules of space combat.

I haven’t played through it, yet, so I can’t vouch for how they work in play, but there is an extensive example in an appendix of the book ((This is something that I wish more games would do – explanatory examples are extremely helpful, especially for games with new ideas. This is why I played Fiasco and haven’t tried How We Came To Live Here.)) that is quite illuminating.

In case you can’t tell, I love this game. I wish I had time in the schedule to start a new campaign, or even just for a playtest ((I also want to find time for a playtest of Smallville, a Leverage campaign, a new D&D campaign, and a few others. What can I say? I’m a gamewhore.)), but that’s not gonna happen until one of the current games wraps up. But this is going on a short list for the next campaign.

I do have two quibbles with the game, and those are very much personal preferences as to tone. First, the name for the freelance police teams in the game are called Lazers – Licensed Autonomous Zone Effectuators. There’s nothing really wrong with that, but the name and the acronym are just a little too cute for my taste ((This from a man who has a superhero character named S.P.E.C.-T.E.R. Obviously, my house is pretty glassy for me to be throwing stones.)). Second, a lot of the examples deal with mind-controlling viruses, artificial intelligences run amok, and god-like intelligences acting like six-year-olds. These things, to my mind, should be used more sparingly than they seem to be in the rules. But the beautiful thing about an RPG is that they can be in the game you run.

So, neither of those are anything but personal preference, and they’re not big issues. They certainly don’t come close to outweighing the very cool things in the game. Aside from the things I mentioned above, some of the best bits in the game include:

  • The Bogey Conundrum – the strange effect that prevents people from remembering too much about the enemy aliens that almost wiped out the utopian galactic government five years ago.
  • The nice addition of genetic engineering and cybernetics to the more vanilla space opera setting.
  • The vas mal, who used to be gods, and are now a player character alien race.
  • The ex-enemy alien durugh, who switched sides to help win the last war, but no one remembers how.
  • The ideas of personal arcs for each character, which gives the GM a great way to build in subplots and spotlight scenes for the characters.

The part I like best, though, has got to be the discussion of genre and intended feel of the game. I’m going to quote here from the book:

The Ashen Stars setting is designed to feel like a contemporary space opera property. In other words, it feels like a reboot of something older.

Today’s popular shows and TV series tend to be remakes of classic properties from the 60s, 70s, and 80s. Reboots tend to bend the original material they’re teeing off from in one of two directions. They either:

  • shoot for campy nostalgia, referencing the tropes of the original in a winking, yet loving, manner
  • adopt an edgy, revisionist take on the source material, making it gritty, tough, and more adult-themed

Ashen Stars focuses on the second approach. Think of its post-war malaise as the new grim plot device that justifies the reboot’s darker tone. The earlier Ashen Stars that never was would have been optimistic, and in retrospect maybe a little campy by comparison. Yet at the heart of the dark version is the affection the audience feels for this artifact of a quainter time.

That, to me, is an amazing focus for the tone of a game.

Look. Just go buy it, okay? It’s worth it, and then some.