Erasing the Boundaries: The Zygos

The Zygos draw on a few different SF tropes– space elves, vaguely insectoid aliens, space nobility, fantasy tropes in science fiction. I like the way that they came out, but the process by which I got there was a little complicated.

First, I wanted to consider an insectoid species. Insect-like species are, of course, a classic Science Fiction trope going back to, at the very least, H. G. Wells, but I didn’t want to go in the most common direction that insect-like species go. Wells had the Selenites, who were a eusocial species with specialized members living very much like an insect colony; that trend is frequently (but not invariably) found in other science fiction insectoids. It’s hardly universal to insects, of course, but it’s certainly easier to imagine a society of advanced ants or bees than a society of, say, fireflies.

But I didn’t want that.

PCs that are part of some kind of hive society are tricky, and I just didn’t think that it felt appropriate for my setting. It also seems to me that a eusocial individual would have such an alien mindset that it would be hard to play, or be part of an intergalactic society. So I wanted something easier for players to relate to… but I also didn’t want to, for example, be too similar to Star Frontiers and the Vrusk. I was a bio major, with a focus in zoology, and I’d studied invertebrate biology, and that actually was a hindrance in visualizing the species, as I simply couldn’t reconcile being the size of a person with all the details of insect biology. Besides, my insectoids wouldn’t be related to terrestrial insects. Why should I feel limited by them?

Instead, I decided to embrace the idea of more humanoid insect-folks. Sure, it’s less traditional, but I decided that I liked the visuals of more elf-like insects, and Space Elves are also a science fiction tradition– it’s a common descriptor of Vulcans, for example, and other versions are certainly common enough. Why not Space Dragonfly Elves?

That lead to more ideas. Why not embrace the Elf aspect even further? I made them even more of a strange fantasy race, with incomprehensibly complex noble titles, feudal traditions (but in an Army of Oz-like way, where no one was actually anything but a noble), strange medieval weapons, and then filtered it all through the space insect aesthetics.

The result was, to me, an entertaining but very alien species, with strange technology that felt almost magical. Reconciling their alien customs and weaponry coincided nicely with the alien, monster-filled Hyperspace that I was developing– what if the Zygos were refugees from that Hyperspace, fleeing a realm of horrifying monsters? That was a nice final touch, and it was easy enough for me to imagine how they’d fit into galactic society.

And thus, the Zygos, the Dragonfly Elves with their strange ways, strange technology, and beautiful life-as-art. I’m very fond of them.

Uniformity and Individuality: The Silurep

The Silurep, at first glance, are a classic type of alien– a blob! Granted, the most common types of blobby aliens are strange brain-eating things that menace protagonists, but it’s such a classic trope that I had to put them in somewhere. I must credit one source of inspiration, and admit that one reason that I wanted a species like the Silurep was the Vanaa in the excellent webcomic Cassiopeia Quinn, but there are other inspirations scattered throughout science fiction of various kinds.

However, the most significant influence on the Silurep is fairly obvious– the history of the Silurep is derived from the Shoggoths from Lovecraft’s fiction, detailed primarily in At The Mountains of Madness. (Lovecraft was, it is always important to remember, an incredibly racist author, even for his lifetime; I think his racist assumptions and xenophobia were an influence on how he portrayed the history of the Old Ones and the Shoggoth, and not for the better. But I do think that his ideas can be taken and improved on, as I’ve tried to do here.) Lovecraft’s Shoggoths were horrifying threats against the human race, as well as their Old One creators– they were a genetically-modified slave species, created to be mindless laborers, but eventually mutated, developing free will, and overthrew and destroyed their creators.

So I guess the first question that crossed my mind when I really started to think about this was “but can you blame them?” Created to be slaves, laboring endlessly for the benefit of their masters, slaughtered when they resist… what else could they do but rebel? Why shouldn’t we be sympathetic to their cause? They may have taken “Eat the Rich” very literally in their story, but their rage should be something that we can sympathize with.

And so this was the line of thinking that gave me the Silurep. What would the Shoggoths become, if allowed to develop on their own? Would their rage subside, if given no further targets? Surely it would, eventually. What would they come to value? What would their culture become, over time?

I went with an approach where they reject most strongly the things that were used to oppress them. Individuality among the Silurep would have been suppressed– no variance from the standard was allowed. On top of that, until they alter their form, Silurep look essentially identical to each other. Therefore, I thought that it would fit well if they came to value their anarchic individuality, with each Silurep picking their own unique, artistic, eccentric name, persona and form.

That striving for individuality could color their approach to everything else– a mindset of nonconformity, of resistance to regulation. They’d be an anarchic member of the galactic union, but that was good– they’d be a good balance for the stricter, more complacent cultures, able to stir things up and push against the status quo. They’d still use the lost technology of their creators, recreating and modifying it, and bring that to the union as well.

And so, the Silurep, strange, shifting things, taken from horror– and yet allies and friends, always fighting for freedom. An extra dose of color in a complex setting.

Art!

I find myself moving closer to a Kickstarter, and part of that is negotiating with artists. I’m now very hopeful for what may come of this.

Why Does The Tech Work That Way?

Stellar features some decisions about technology that may seem a little strange, but they were all carefully considered decisions. Some, I think, are fairly clear as being gameplay decisions– personal shields so that PCs can sustain more damage in fights, for example, as well as weapons that somehow don’t disable or kill on a single hit, for basically the same reasons– keeping fights a bit longer and less lethal. But some, especially some of the less commonplace decisions, probably deserve a more detailed explanation.

The Language Teaching technology is originally taken from E. E. “Doc” Smith’s Skylark series; in that series, it’s used for many other things, but I liked the idea. What I particularly liked about the idea is that, on the one hand, it eliminated the need to fuss over what languages everybody spoke in a setting that had a large number of different species and cultures in it, presumably with every species having multiple native languages. (Why should that trait be unique to humans, after all?) Universal translators of the Star Trek variety would get around that problem, of course, but I have two objections to them– they aren’t very plausible, even by loose SF standards, and they would seem to eliminate the notion of deciphering mysterious languages, and I wanted mysterious, lost languages in my setting. Therefore, I compromised with technology that would let everyone who’s been raised in Galactic civilization understand any other member of that civilization. (I don’t like fussing over languages too much, anyway, unless the genre of a game seems to require it, and Space Opera surely doesn’t.)

Hyperspace, of course, is just one way that FTL drives could work; other SF settings use gateways, FTL acceleration, or jump drives, but I decided on hyperspace. I had a few reasons for that; none are compelling, of course, but I thought that using hyperspace as a place offered some interesting options, and likewise removed some circumstances that could be a problem for some games.

I liked the idea of space travel that took a week or two; that created a dynamic where shipboard adventures or interesting downtime could be an option. I felt that jump drives, gateways that transport the ship instantly, and the like just wouldn’t allow for that. But I also wasn’t sure about simple FTL acceleration, like the warp drives favored by Star Trek and Star Wars. (Star Wars claims to be using hyperspace jumps, but the visuals and application show that it’s some form of FTL acceleration.) I’m willing to play fast and loose with science, but just accelerating to that kind of speed, even with the help of some handwavery, just doesn’t seem to fit what I’d want, and then we have the Holdo Maneuver issue. Why can’t you use that as a weapon, letting a single ship cause catastrophic damage to even planet-sized targets? Accidental collisions at that kind of speed would also appear to cause problems, and, as Skylark Duquesne demonstrated, would appear to be extremely difficult to prevent.

But a true use of hyperspace– a parallel universe, with different laws of physics– had great potential in my eyes. It allowed not only strange imagery, but there wasn’t any need that I could see for hyperspace to be empty. That appealed to me greatly– I wanted strange creatures in outer space; what better place for them to be from? Why not have it be a potential source of risk or reward, a place of mystery, an adventure-land of its own?

From there, a lot of other details came out of reading too much ‘Doc’ Smith and too many online discussions of space warfare. Having hyperspace transition happen only at a particular radius around starts made many things simpler, by virtue of making certain velocity-bombing tactics difficult (if not actually impossible) and by making space defense against attackers at least theoretically feasible. I found that useful, and it gave a convenient image of hyperspace as being space that maps on to the thin boundaries around stars– a small universe that helps FTL travel.

But I think that the decision that stands out the most from many other SF, Space Opera sources is the decision to eliminate FTL transmission; instead, all interstellar communication has to be done by messenger ships, ensuring a turnaround time of messages of several days at the very best. The implications of this are widespread– interstellar credit and banking have to depend on letters of credit or physical goods; centralized governments have to abrogate powers to local leaders and military commanders; researchers and explorers cannot rely on communications with superiors to make decisions; catastrophes and crises must be engaged with first by whatever forces or people are on hand to deal with them.

The implications of this are, in fact, designed to force the PCs into action! There’s no option to call in the military to deal with an attack– they wouldn’t arrive on time. Artifacts that have been found can’t just be called in to Galactic authority. This also opens the door for rewards for criminals, bounties on dangerous, invasive creatures, rewards for finding archaeological treasures– or opportunities to loot ancient ruins. Criminals, as well, have chances to rob and plunder, and then flee to a new system, keeping well ahead of law enforcement and information about their identity. It creates a wild, rambling setting in the Frontier, and that, in turn is prime territory for adventures.

And isn’t that what the game is about, in the end?

Mechanical Perfection: The Clickclick

So, I wanted a robot civilization.

Robots, after all, are a staple of science fiction; a staple of Asimov’s work, part of the setting of Star Wars, a classic of the genre going back centuries. Mechanical bodies, electronic intelligence– the idea has had staying power that cannot be denied. Stellar needs robots, so why not an entire robot civilization?

But this caused issues with my vision of the setting. In much SF, robots are literally slaves– treated as property with no rights, despite having free will and human or greater levels of intelligence. I’m not willing to do that in a setting– at least, not in a society that I want to present in a positive way. It also potentially creates issues of programmable minds– can personalities be created and customized?– that I didn’t want to have be part of the setting, either.

But how to resolve this? It seemed like the simplest solution was to create something with living minds in mechanical bodies. I briefly considered some kind of cyborg, but it’s hard to justify a species of full-body borgs, and I wanted to do something more purely robotic. Thus, a species of robots that were directly descended from a biological species. The mind-transfer technology was easily handwaved; a reason for it could be invented readily enough. I considered that the process might be imperfect; it was presumably an emergency that would lead to an entire species abandoning their biological bodies for mechanical forms, after all. That was convenient; I didn’t really want that kind of mind-transfer technology, and all of its implications, cluttering up my setting, so I could simply have it lost to the vagaries of the process and the chaos of the catastrophe that had rendered it necessary.

This let me create some interesting robots, at least to my way of thinking. Humanoid, with functions mimicking those of biological life-forms in many ways. (Why? Because the progenitor species knew that they’d miss having biological bodies, and wished to live a life as similar to their old one as they could manage.) I could always toss in nonsapient robots with a wide range of shapes and forms to cover those efficient-engineering urges. I also decided against the possibility of backing up or copying their minds– I wanted mortality among the machines. Otherwise, wouldn’t the Clickclick be the best at everything through sheer practice? It’s a question that’s often unanswered about fantasy Elves, for example, and I decided that I didn’t want that kind of immortality in my setting.

I still had to make their culture interesting, so I came up with the notion of their striving for individual perfection as a cultural trait– it seemed like a good concept for a machine people. And I put them into direct conflict with the Amok, to have a battle of machine vs machine, free-willed individuals vs poorly programmed menace. I put their emphasis on nuclear-fueled technology because I wanted to put it somewhere, and a people who couldn’t get cancer seemed like the logical choice.

Overall, I didn’t want their general capabilities to be too different from everyone else’s– it’s the downfall of many similar attempts in other systems, when available character-building resources wind up going into innate capabilities that most other characters can trivially duplicate with equipment. So I opted to create a system where the mechanical nature of the Clickclick simply wouldn’t have strong game effects, and I’m pleased with that decision. Abstraction was always a goal of the system, and I think the results work well.

The Vastest Lifeboats: The Xotoxtl

The Xotoxtl started with a body design, as one might expect. I’m fond of the other-species centaur concept, and the classic Drider design was inspirational for a species that was utterly alien. I decided to lean harder into the spider-like design in some regards– coloration patterns, especially– while de-emphasizing arachnid aspects of their biology. Venom, webbing, and so on don’t work very well in my system, and the basic biology of spiders doesn’t seem like it would scale well to a large life-form.

But again, anatomy isn’t enough; the Xotoxtl needed a culture. I wanted to have a nomadic culture, one where vast generation ships crossed the galaxy, and the Xotoxtl were available for that, so I went with them. I liked the visuals of hollowed-out asteroids for the ships, so I went with that, and then I considered what they’d be like.

Even on a gigantic generation ship, people will be more crowded than they are in cities; they’re also going to, by definition, be closer to vital equipment keeping everyone alive than the average city-dweller would be. A society like this can’t tolerate reckless, violent behavior. There would need to be processes for de-escalating conflict, sharing of resources, and a highly ordered society in general.

That’s fairly informative already for what Xotoxtl culture would be like in general, and it says things about the kinds of weapons that they’d use, their way of talking, how they act in general. But I also wanted to consider: *Why* are the Xotoxtl traveling the universe in vast starships? Even if they like travel and crowded conditions, it’s extremely dangerous to do so compared to living on a planet.

The Xotoxtl, therefore, were refugees, or descended from them. In their distant past, some catastrophe befell their homeworld; lacking a FTL drive, the survivors had left on gigantic generation ships. I thought that it made sense that their old culture would be largely subsumed into the new culture that must develop to exist in their new environment, so their point of origin is tragically lost. From there, it all just seemed reasonable that they would be the origin point for galactic civilization– they were traveling between worlds, however slowly, before true FTL existed.

Their culture would be stable, calm, organized– designed for the benefit of society as a whole over individuals, rooted in survival of the species. Change would not come easily to them, but confrontation would be something to be minimized, even in attempting to enforce conformity. And so those are the Xotoxtl, the calm, polite and alien space nomads.

Why Did It Have To Be Snakes? The Shinaw

Robert E. Howard wrote of Serpent Men, and Lovecraft described them; many other writers and game creators have created reptilian aliens, and they are a staple of the pulps. Reptilian people have a pretty standard set of characteristics in most versions– cold-blooded, treacherous, ambitious, cruel. They’re often used as villains, either the ultimate masterminds or some sort of secondary adversary, and they’re often very predatory, seeking in some way to consume the forces of good– often in a very literal way.

But it doesn’t always work that way; E.E. “Doc” Smith’s Velantians, for example, are friendly draconic aliens, as are Becky Chambers’ Aandrisk. And I didn’t want to go that way, either– it’s too much of a cliche for me, and it has been taken to extremes. (GURPS Aliens, I’m looking at you, here.) I wanted a friendly species of snakes, ones that hospitably offer pieces of cake to dear friends they just met and who treated conversational distance as being half-wrapped around their new friend. I’ve held a lot of snakes in my life, including some very large ones; as a rule, they never struck me as particularly hostile. I wanted to include some of that.

Many details of the Shinaw are transparently inspired by other sources; their origins in an isolated nebula do resemble the Krikkitmen of Douglas Adams, but I gave the Shinaw the opposite reaction to discovering the rest of the galaxy, which seemed more likely. The psychokinetic hands were inspired by some artists online; I doubt that I could track any of the original sources down, but the idea appealed to me– a snakelike alien that didn’t need sets of arms added on to the body design. I didn’t make their physiology very snake-like, though– it seemed to fit an active, technological society better to have a warm-blooded, omnivorous metabolism, and there was no reason to make them exactly like snakes in every regard.

Beyond that, I decided to make the Shinaw not only friendly, but xenophiliac — fascinated by aliens. I already had come up with a prospector archetype for them, so I decided to expand it, giving them vast mineral wealth to better support their careers as tourists. Most of the other decisions about the Shinaw were fairly arbitrary– drone weapons for them, for example, were more or less a whim. But those are the Shinaw, the nicest snakes you’ll ever meet.

Comfort and Claws: The Prowr

I freely confess that the Prowr are an archetype.

I mean, cat-people, right? A hallmark of science fiction, and one with a long, long history. Vegian cat-people turn up in the Lensman series, but probably had older appearances in the pulps; they’ve appeared in TV shows from Star Trek to Red Dwarf, and are probably one of the most common types of aliens out there. So I decided that I’d have cat-people in my game, too. Why not?

But it’s not enough to say “Cat people” and stop there; it’s not actually a description of a culture, a psychology, a species. And there are many cliches to deal with. For some reason, cat-folk get regarded as in some way primitive or savage a great deal; many versions of them are a violent species of warriors, such as the Kzinti, the Chanur, or, from video games, the Kilrathi or the Mrrshan. I’m not keen on the concept of a “warrior race” for various reasons, and wanted to avoid that cliche. It’s easy to fall into, though, especially if one models one’s cat-folk on real-world large cats– leopards, tigers, and, for that social cat model, lions.

But that’s the most popular version, so it’s the one that I’m not going to go with. Still, I considered social cats in general, ones who have something resembling a social culture and exhibit learning and intelligence, and I wound up at Felis catus rather than some larger breed. I wasn’t going to be tightly bound by this, of course, but I wanted to take that as a starting point. Why not? This required a little bit of study, of course, but that was no problem.

F. catus is actually a social animal, but an individual hunter. They like each other, and form colonies in feral or wild populations. That, and other habits of cats, gave me some ideas for behavior tags for the Prowr– a love of comfort and luxury, for example. Great pride in individual accomplishment. Pride in one’s friends, and a desire to be close to those in one’s inner circle. I couldn’t resist making their weapons lasers, for that matter. That was a good starting point, but I needed more. What to do with it?

From there, I decided that the Prowr needed to be financially powerful– otherwise, where would all this comfort and luxury come from? A human-centered cosmos was an idea I’d rejected, so I decided that the Prowr would serve that role instead. This had a lot of implications that I liked playing with, like Prowr dominating the entertainment industry.

I also wanted to have the Prowr have some cultural variety, where not all Prowr valued the same things as others. That gave me the Freerunners, who wanted to live like their wild-and-free ancestors, and insight into declawed Prowr… who were an invention that came entirely out of game mechanics, and exploring what they would mean.

Overall, I’m very pleased with the Prowr. There are a few in-jokes in their society, but I think that they hold up well as a proud, interesting culture that isn’t like every other kind of cat-people out there. What else could I want, really?

On Making Aliens

Making alien species and cultures is a special challenge, and it’s very different for a role-playing game than it is for, say, fiction. In general, there is the broad question of how alien a culture or a psychology can or should be used? It’s a famous pitfall of science fiction to imagine aliens as being exactly like humans– humans of the writer’s culture and era, at that– but it’s tempting, as it saves figuring how to write an inhuman character.

But one can take the alternative to an extreme that’s equally bad. One can assign random behavior, or incomprehensible values and patterns of action, to a given species with the justification “because they’re alien,” but it can ring false if that behavior doesn’t make any sense. It’s not enough to have random behavior– a sapient species, however alien, has reasons to behave in whatever way it does; species-wide behavior in a sapient species is going to react in ways that tends to benefit members of that species, even if only in the short term. (Human behavior is rife with long-term destructive behavior with short-term rewards, of course.) The more alien the behavior you wish to emulate, the more thought must go into the whys and wherefores of it.

It’s good to think about the origins of a species and a culture, and how this affects their current society, but, again, this can be taken to an extreme. We find fascinating parallels in the behavior of primates and humans, but we certainly don’t exactly duplicate all of it. Some SF authors, however, reduce the majority of alien behaviors to solely instinctive, animalistic behavior, and this can feel like it’s overdone. One who thinks, for example, that a herbivorous, herd-dwelling species must always be cowardly might be very surprised at the behavior of cape buffalo or elephants. One can consider such things, but evolutionary heritage isn’t a set of shackles; behaviors will surely develop along with intelligence over the course of time.

More challenging than creating nonhuman sapient beings for a setting, though, is creating them for a role-playing game. An author, for example, must only consider the constraints of a story, and has more freedom to construct a scenario that allows them freedom to use a really alien race however they wish, making utterly alien mentality, unusual sizes, strange life-cycles or difficult life-support requirements an interesting story point. For a role-playing game, these requirements become very different. Are players really going to want to play a character whose behavior is too alien to allow normal communication, or that can’t socialize with the rest of the party because of a need to live inside a vast tank maintaining a gas giant atmosphere? Is it fair to allow a player to play a species whose inborn capabilities make them vastly more or less capable than other players? How would a sapient planet be included in a party in the first place? Different game settings and systems have chosen different answers to these questions.

For ease of play, in Stellar, it’s assumed that all species have relatively similar physical capabilities for ease of play. While in some game systems, it would be reasonable to assume that, for example, the larger bodies of Xotoxtl or the robotic ones of Clickclick would have more physical power, in Stellar, most numbers are simply too abstract to be concerned with such things. This is useful, because it allows players to pick any species without needing to be concerned about game balance. Natural features (such as claws or wings) are incorporated into the abstractions of the system, and all the species are designed on the assumption that their life support and food requirements are compatible enough to allow coexistence.

I suppose that I’m a naughty SF creator at times like this; I’m not working out the specific levels of gravity, atmospheric pressure or temperature that each planet that each species occupies has. I’m also, I freely admit, using numbers of inhabitable planets in my setting that are not even remotely realistic. But what of it? This is a game, in the end. I want a fun setting that lets players jump in easily; the rest doesn’t matter.