2020/09/15

OSR: Hireling Morale and Fear

I reread Verbruggen's The Art of Warfare in Western Europe During the Middle Ages during my holiday. It drove home just how critical morale is to combat, and how poorly OSR games implement NPC morale.
Julia Zhigadlo

Part 1: Hirelings

Morale

Morale can mean two things: morale as in mutinous or morale as in terrified.

The "we've had time to think about it" morale, the kind that damp socks, cold food, and confusing war goals can affect, is fairly easily handled by most OSR-type games. Obtaining and motivating hirelings is relatively straightforward: high pay, bullshit and lies, and not doing anything too disreputable or dangerous in front of them.

Modern D&D-type games assume the PCs are a competent group of local heroes out to save the world and/or get rich. Hirelings are so far behind the power curve, and so at odds with the narrative structure, that they rarely enter into the equation, unless it's a "rescued" goblin or someone to mind the stronghold.

Whether by straight-up capitalism, feudal relationships, mercenary contracts, obtaining combat hirelings is not difficult. Keeping them in line when a fight starts is the tricky part.

Shame and Love

When faced with imminent death, only two things can keep a person from giving up and fleeing: fear of shame and a desire to protect the person next to them.

As death approaches, high-level human thought stops completely. Fear, in some ways, provides immense clarity. It's deeply wired, hard-coded when our ancestors were still worms. It has root access to every biological system in the human body, and when death approaches, fear makes use of all of them.


Abstractions won't help. The only thing that can defeat fear are two equally deeply rooted emotions: shame or love.

Shame:
Fear of being thought a coward. Fear of ostracization. The nebulous sense of being cut off from the stream of the life you know. Anathema. Cast out. What will your family think? What will your country think? What will your fellow soldiers think?

Love:

I am fighting next to my family. I must protect them, as they would protect me.

Military training, modern and ancient, seeks to reinforce these pathways. "Come back with your shield or on it." I.e. having fought and then carried the bloody heavy thing home, or dead. Don't cast it aside and run. Stories of heroism. The fate of cowards. The visible rewards of victory.

In some military forces, a fighting unit was the community. You fought next to people you'd known your entire life, who shared your experience, who you knew and (hopefully) trusted. Failing that, long and difficult training breaks down existing social structures and builds new ones, ideally forging a unit that occupies the place of family in the conscious mind. Unit leaders become parental figures.

The third option, a poor substitute for shame or love, is training. Training can allow a person to act without thinking, even when terrified out of their wits. The spinal cord doesn't need wits. But all the training in the world won't help because fear can creep into every limb and strangle even well-honed instinct.
 

OSR Hirelings

-Have no particular loyalty or bond to the PCs.
-Will not suffer any shame from leaving some lunatics to die in their magic murder-hole.

-Have no training in common with the PCs.
-May not share a community, values, or social structures with the PCs.

Typical Dungeon Combat Includes

-Narrow hallways
-Poor lighting

-Unknown enemies
-Reaction times measured in seconds

Lack of Tools

Matt Colville
It's not the only problem, but it is a problem. Dungeons are weird places. Generic medieval foot soldiers are trained (and not very well) for a very specific role. It was hard enough to get them to perform that role on a battlefield, let alone in a strange and highly dangerous space.

You can hire people who might have those tools, but you can't make them immune to fear.

 

Magic Immunity to Fear

Ok, maybe you can make your hirelings immune to fear. That spell or ability is now more important than light or cure wounds, because the moment it drops and a fight starts, morale will break, and the hirelings won't be prepared for it by many smaller shocks and close calls.

Soldiers Don't Fight

In medieval warfare, large decisive battles are rare. Sieges are common. Raids, for economic damage or just to make an enemy force spend time and money getting an army together, are constant. Nobody fights unless they absolutely have to.

And in a decisive battle, combat is also surprisingly rare. The classic heavy cavalry charge smashing into a forest of pikes sometimes did happen, but usually after a few mock-charges or tests. Being charged is terrifying, but even the bravest knights in sturdy armour had difficulty launching themselves at full gallop towards a wall of steel and wood.

Battles were long and deliberately exhausting; an exhausted enemy is easy prey for fresh and rested reserves.

In comparison, dungeon combat is short, sudden, and deadly. How often does combat run more than ten or twenty rounds? A single battlefield engagement might take hours; dungeon combat is decided, one way or another, in a few seconds.

Dungeon combat is also unpredictable. A battle takes a few hours to set up after days of marching; a dungeon conceals death around every corner and behind every door. A battle contains a few predictable units. Dungeons contain immortal skeletons coated in jelly, giant spiders, sentient pie-selling pigs, etc, etc.

An army is the wrong tool for a dungeon if you want to avoid mass casualties and panic. A small group of highly trained professionals, each capable of acting independently and without orders, is ideal.

Chris Austin

Morale Tests

Now that we've established that the morale of hirelings will be constantly tested, how should this test be implemented?

The usual approach is as follows:
-give hirelings, individually or collectively, a numerical Morale value.
-create a table of when to test (if outnumbered, after X casualties, etc.)
-create a table of modifiers (allies surviving, proximity to a holy day, etc.)
-roll some dice and compare numbers. If the numbers are bad, the hirelings flee. If the numbers are good, the hirelings do not flee.

The AD&D 1E DMG has some short tables on pg. 67. AD&D 2E has some longer and fiddlier tables on pp. 69-71.

The method works, but it requires looking at tables and doing math in the middle of a tense situation.

Alternative Morale Rules

Morale is, in a sense, how effective a hireling is in combat. Will they run, freeze, or fight? Can they be trusted to hold the line or carry out a plan?

Hit points are already an abstraction. They're not meat points - effects that drain HP don't necessarily need to cause physical damage, merely degrade a target's ability to avoid a fatal blow. 0 HP doesn't necessarily equal death, but does mean the target is out of the fight. Morale can easily be rolled into the same abstraction. Why have a separate system?

A Knight's charge deals 2 automatic damage; hirelings have 1d6 HP. A Lich's fear effect deals damage instead; anyone reduced to 0 HP instead ages 2d100 years and is driven insane, etc In a large formation, fear and disorganization (especially under cavalry charges) can lead to trampling or crushing death as soldiers are herded together. Trampling in a dungeon corridor seems feasible, if a bit strange to describe.

Most of the time, I roll 2d6 compared to 7 minus the number of terrible things the hirelings can currently see (dead comrades, manticores, etc.). If they roll over, they panic. If they roll under, they hold... for now.

https://www.wiktenauer.com/wiki/Gladiatoria_(MS_U860.F46_1450)

How To Avoid Morale Failure

It's possible to hire or obtain a coherent, well-trained unit that can resist fear. Small medieval mercenary warbands were capable of extraordinary feats when cornered because they knew they were fighting for their lives, alongside people they lived with and relied on. Peasant levies, ordinarily treated as fairly useless blocks, developed alarming confidence and competence as they developed a sense of community.

A single lance (an archer, a page, and a knight, or equivalent) is one of the smallest coherent units you can reasonably hire.

Acolytes

Medieval armies are comprised of what Bret Deveraux calls "retinues of retinues". Stacked tiers of obligation. Great lords have little lords to bite 'em, and so on, down to a lone farmer-knight with a spotty page and a tired old horse, who is obliged to round up a levy of 2 when his lord puts out the call to war.

A typical D&D party is an (often leaderless) retinue. Even in my most medieval-inspired games, where people from the Second Estate carried considerable social power, they were rarely the people who decided what the group should do next. RPGs are a collaborative experience.

Each PC can have a retinue. Some games tie the number of hirelings and followers a PC can support based to a PC's charisma score. This makes some sense - Charisma is an underused stat and it makes sense - but it really shouldn't be the primary limiting factor.


AD&D differentiates between hirelings (who get paid a fixed rate) and Henchmen (who get a share of loot, gain XP, and act as backup PCs). These specialists are treated as valued members of the party (and can therefore potentially benefit from the shame/love motivations described above). They've got a vested interest in keeping everyone alive. They are members of the same unit.

Giving someone a proper share of the loot is a big investment for most groups. Players tend to err on the side of greed and avoid hirelings, but if they do pick up a few, I make sure they roll Save like PCs (see below).

Downtime Training Camps

If the PCs need more help than a few acolytes can provide, running a training camp to prepare masses of hirelings for dungeon activities could be fun. Paper monsters, obstacle courses, lessons in identifying common traps and magic items, etc. In some settings it could even turn a profit.
 

Inspiring Speeches

They help and they're fun too, if your players like that sort of thing.
 

Uniforms, Unit Names, and Standardized Equipment

Also helps improve long-term morale and effectiveness. Players sometimes enjoy picking a colour scheme, banner, and organization name.
Daniel Landerman

Part 2: PCs and Fear

The GLOG has Saves against Fear. This isn't Fear, the supernatural spell-like effect of AD&D, but regular emotional fear. In properly terrifying situations - the sudden appearance of an unexpected vampire, the explosive rebirth of a hydra, the sight of a friend immolating after drinking a potion - I have the PCs to save against Fear. If they fail, I tell the player "your character is afraid. What do they do?"

Some people treat this like an abominable heresy. The GM is allowed to poison a PC, alter their appearance with a potion or mutation, change their alignment (if applicable) with a curse (though this isn't really common anymore), add plausible details to a backstory, tell a player their PC thinks an object or person looks suspicious, but describing an emotional state goes too far!

Seems arbitrary to me. And Saves against Fear work out fairly well in play. Reminding players that their characters are still human and still subject to fallible responses is useful. Players, in turn, often make remarkably realistic and interesting choices when their PCs are afraid. 

A very small number of abilities won't work if a PC is afraid, but otherwise, there's no mechanical effect. The PC can still fight effectively if the player decides they can. But most of the time, since the player has a decent grasp of their character's motivations, they do something entirely sensible, like running away, freezing, hiding behind an ally, or vomiting into a bucket.

And yes, if a PC is a notorious vampire hunter and the sudden appearance of a vampire is more of a "hooray, bonus time!" situation, their player is free to object and automatically pass the test. It doesn't come up often.

2020/09/08

OSR: The Bendyblunderbus: Post-Apocalyptic Public Transit

Everyone thought the Apocalypse would bring the total collapse of civilization.

They were mostly correct. Banking, personal hygiene, and concrete all crumbled.

People expected the Apocalypse to divide the world into arbitrary zones. They expected delays, horrible smells, raving hooligans, arcane symbols, crumbling infrastructure, creeping ennui, and furious driving.


They didn't realize the implications until it was too late.

The Bus, Paul KirchnerThis is a plausible story.
The busses survived. Perhaps they will be the Earth's true inheritors. Ancient bus routes criss-cross the land, controlled by rival gangs of piratical lunatics in tattered uniforms, their busses turned into mobile fortresses of gunpowder and rope.

Paying passengers - warlord or slave, dirt-grubber or bullet-farmer - all are welcome on any Bus, provided they have a valid ticket or pass. The ancient laws are still respected. No fighting, save with rival Busses (or fare-dodgers, for all's fare in love and war). Ultraenvironmental engines and the sheer force of tradition keeps the busses running. Exact change only.

Luka started this. Sleep deprivation finished it off.
  

Busses of the Wasteland

The Doubledecker Bus-of-the-Line

The grand capital ship of the transit fleet, the Doubledecker carries stiff-necked Vice Admirals and other pseudonaval types into battle. In the empty parking lots and scoured motorways, lines of Doubledeckers pass by, firing wildly as their crews reload dozens of smoking cannons. As the bus routes are fixed, some battles are repeated daily or weekly until detours can be arranged. Ready the pneumatic boarding ramps!

The Bendyblunderbus

Dread and fear the Bendyblunderbus, for it can deliver a broadside to both beam and stern! It flanks, it slithers, it swipes and darts!
Blue Murder at St Trinian's (1957)

The School Bus

Permitted by ancient law to snatch up any truant children (on weekdays, excluding holidays), the School Bus is half prison, half brawl, and half mad. Stuffed into uniforms and given a variety of ancient sports implements of uncertain use, the feral children soon learn vital life skills for the post-apocalyptic wasteland.
 

The Charter Bus

Given a Letter of Marque, the Charter Bus can freely pillage behind enemy bus lines, unbound by the ancient laws of road and sign. But who grants the letters? And why do they always seem to meet terrible fates?
 

The Metropolitan Omnibus

Pope of the busses.
 

The Bus Replacement Service

When there's no more rails in hell, the trains will roam the earth. Wheels screaming and spinning, they inch across the withered face of the world, smashing buildings and churning fields to mud. All trains that still move are declared busses "for the duration."


Loathsome Rivals


The Rank Taxis, who dart and plunder, and the Wraith Ridershare who follow in their wake. The Immortal Tram. The Ice Cream Van.

No private cars. No standard post-apocalyptic panoply of jalopy-tanks and gun-trucks. Just a whole bunch of busses.
 

Your Mission

Acquire a bus, then fend off rivals and former allies. Let your line grow strong. Collect fares, assist with their problems. Track down the highwayman Dick Turnstyle, whose fare-dodging exploits are legendary. Seek the source of the Plague of Scooters.

Explore the tunnels of the Subway, which (in an ill-advised pre-apocalyptic franchise experiment) also connects to the ruins of identical sandwich shops found every few blocks.

Locate the fabled Bus Depot, which lurks at the End of the Line, where all service shall cease, and all lines terminate.

What is this that roareth thus?
Can it be a Motor Bus?
Yes, the smell and hideous hum
Indicat Motorem Bum!
Implet
in the Corn and High
Terror me Motoris Bi:
Bo Motori clamitabo
Ne Motore caedar a Bo—

Dative be or Ablative
So thou only let us live:—
Whither shall thy victims flee?
Spare us, spare us, Motor Be!
Thus I sang; and still anigh
Came in hordes Motores Bi,
Et complebat omne forum
Copia Motorum Borum.

How shall wretches live like us
Cincti Bis Motoribus?
Domine, defende nos
Contra hos Motores Bos!

-
Alfred Godley


2020/09/05

Sci-Fi: Galactistandard

Back from vacation. Hooray!

Here are some notes on a general-purpose language for sci-fi games. Obviously, to avoid tedium, translating texts into your real-world language of choice is wise, but it's an interesting thought experiment. What would a truly universal language look like, given a generic medium-soft sci-fi/space opera setting? A setting where all sorts of species exist, not just humans in rubber suits.

I'm not an expert in conlangs. It's a fascinating field, but for RPG purposes, it's mostly background information.

Peter Elson
Newly contacted species are encouraged to adopt Galactistandard. It's not mandatory, but since everyone else is doing it, it makes a certain degree of sense.

Galactistandard is a constructed language. It was designed to facilitate and standardize communication between vastly different species. Operating on the theory that language shapes thought to some degree, Galactistandard also promotes collaboration, formality, and patience.


Galactistandard consists of 100 characters, including numerals and punctuation. Each character corresponds to:
  • A written character (grapheme) capable of being drawn in a 10x10 binary (black-and-white) grid. Light- or pattern-based signalling of Galactistandard can be thought of as an "unrolled" sequence of character grids, with gaps.
  • A sound (phoneme) described as a waveform. Since not all species that make sounds can transmit or receive the same frequencies, the character set repeats in harmonic blocks. Radio transmissions of Galactistandard Basic use the same waveforms. Each character has one and only one waveform/sound, and does not modify preceding or following sounds (i.e. it has perfect phonemic orthography.) Humans have to whistle and click some characters, and have significant trouble vocalizing a few others.
  • A unique small molecule. This variant is rarely used; few species can both synthesize and survive the required molecules. Releasing a mixture of benzene and peroxide is a Galactistandard distress signal.
  • A series of programming hardware operations (a machine code). Most sensible programmers use a higher-level language interpreter that converts readable instructions into base-level Galactistandard code.
Adaptations and translation programs exist. Sentient creatures with extremely limited or obscure means of communication might have to carry 100-key "Galactistandard Keyboards" and type out their messages. Additional gestures, patterns, etc. can be used to emphasize speech. Some diplomats carry flickering subtitle boards.

Galactistandard has a reference library of several million character strings (words) and grammatical structures. New species are encouraged to study it.
Charly Barrera

General Notes

The first 10 characters in Galactistandard are, if you follow the formal guide, 2x more common than the next 10, etc. Everyone agrees that you can probably get away with using the first 50 characters if you're willing to put in extra work.

Galactistandard is written linearly, but the direction (left to right, top to bottom) doesn't matter. It is always transmitted in grammatical order.

Names take the form [species] [individual designation] [secondary designation (if known or relevant)] [title(s)].

Galactistandard does not include gendered pronouns for obvious reasons. Formal Galactistandard requires all nouns to be declared in a sentence, but allows for individual, individual-abstract, collective-group, collective-abstract, and collective-hive/species pronouns. Most of the time, translating 3rd person Galactistandard pronouns as "they" works perfectly.

Nouns, verbs, etc. are usually followed by modifiers, adjectives, adverbs, etc.

Punctuation is extremely basic. Tone is indicated by a sentence prefix (Request, Question, Declaration, etc.) which can be modified (Request Polite, Question Imperative, etc.).
End-of-statement characters are present and usually vocalized, to prevent interruptions. Sarcasm, a concept not easily translated to all species, has its own prefix, but informal Galactistandard also uses "sway from side to side while speaking" or "change harmonic tone" to indicate humour or sarcasm... sometimes with limited success.

Galactistandard does not include terms for colours (as photon perception varies enormously). Wavelengths (e.g. 600nm for orange, 510nm for turquoise) or invented words are sometimes used.

Galactistandard uses a base 10 numeral system (conveniently for humans) and has a series of units and related quantities similar to the SI system, but based entirely on universal values such as the speed of light and the Planck constant. It also has a timekeeping system. A Galactistandard "Week" is, coincidentally, close enough to an standard Earth hour.

Galactistandard also specifies details such as connector size, voltage, cable diameter, etc. for universal applications. In theory, if a species uses Galactistandard blueprints, the base level of their technology will be widely compatible. If machine-code operations are compatible, programs running on one system can be used on another. In practice, no species is perfect. Security concerns keep most critical systems proprietary. Prestige manufacturers also use proprietary designs, which can lead to serious maintenance issues. "One third of every ship is adapters" is a common phrase.

Paul Pepera

Informal Galactistandard

Only a handful of species (including the Kahl Velt) and some AI use pure Galactistandard for all interactions.

Dialects, slang, new words, abridgements, and adaptations are incredibly common. Every species has an accent. Every species has information they would like to communicate that Galactistandard cannot easily convey.

Both vocal music and poetry are difficult to convey in Galactistandard. Several workarounds, including melismas, are used.

Examples

  • Formal: "Request: Speaker to Parthscob Milwinga Engineer, give wrench 9.8mm crescent to speaker."
  • Informal: "Request: Speaker to Milwinga, give wrench to speaker."
  • Very Informal: "Wrench" (accompanied by an extended limb retracting towards the speaker).
  • Formal: "Question Imperative: Speaker to Human Andrew Maxwell Diplomat, time until detonation of tanks storage antimatter on station Ryza."
  • Informal: "Question Imperative: Andrew, time until detonation."
  • Very Informal: "Question: time until detonation."
  • Formal: "Statement Sarcasm: Speaker to all present, Star-Empire of Horms consists of two worlds in one system."
  • Very Informal: "...the Star-Empire of Horms..." (accompanied by swaying side to side).

2020/08/28

OSR: Magical Industrial Revolution - US/NA Copies

Even more goods news! Print copies of the acclaimed Magical Industrial Revolution are now available in the US / North America region. Check out Indie Press Revolution's store.
For a variety of reasons, the US postal system is in turmoil right now, so expect delays, unusual costs, etc. These are interesting times. Be prepared to pay an interesting price. For UK/EU copies, check out the SoulMuppet store.

2020/08/12

Sci-Fi: Alien Scale in Space Opera


In most space opera settings, aliens are human-sized. A "giant" alien might be all of 9' tall; small ones tend to bottom out at 3'. In media with budget constraints, this is fine. You need to be able to fit an actor into the rubber suit. But RPGs have no budgets.

For reasons of convenience, humans might associate with similarly-scaled aliens (with similar atmosphere, gravity, pressure, etc. requirements), but there's no reason that has to be the absolute limit. "Bleeds green blood and has two hearts" is barely weird biology.
Note: the obscure string of letters and numbers attached to each species is explained in this post.
The inspiration for this post was a comment from Nobodi12.
But this categories face the challenge of " If everyone has to wear miniature spaceships to visit each other, it's not space opera. "

If we can't survive in the same atmosphere the kicks one get out of aliens are much minor. As a player I would have less fun due to limited interaction with aliens. It makes barriers and making interesting NPCs is already hard. Worse if they have to be PCs. Size as well, anything more then 1 order of magnitude different then a human becomes a McGuffin/Boss monster and not something you routinely interact with.
And they are right. Anything significantly bigger than a human is a threat, or at the very least unnerving. (Dragons, whales, etc.) Anything significantly smaller is adorable or possibly creepy (spiders, mice, butterflies, etc.). We're very focused on our own scale.

Let's look at a few examples from the 1c (1 cognitive-speed-equivalent to human, i.e. people you can carry on a real-time conversation with) range. How could a GM use them as NPCs? How could they use them as PCs?
divamp

The Central Vreen

G - H2 - -100/200/600oC - 0/0.02/0.3atm - 0/2/5g - N# - 1000m - 1c - IS - BR5
The Central Vreen resemble transparent sea jellies. A typical mid-life roving unit (as opposed to a juvenile, an instar, or a sedentary late-life retirement unit) is around 1km long. They are therefore at the upper end of individual-social life in general. (Colony-units, vacuum-dwelling film-envelopes, and some geomorphs can grow to orders of magnitude larger.)

They are very wealthy for three reasons. First, any Central Vreen ship is, by necessity, enormous. Decommissioned personal shuttles are occasionally used as bulk transports or space stations. Second, they live for a very long time by most galactic standards, and can molt to a previous stage if the situation requires it, giving them effective immortality. They build structures, both political and economic, to last. And third, they have a knack for social adaptability, fitting their requirements to the needs or biases of other species.

(A fourth theory, put forward by a few eccentric xenobiologists, states that the Central Vreen like to acquire and cultivate smaller life forms as a throwback to their original forms as the backbone of living gas giant "reef systems". A healthy "reef" has many "fish".)

Their size and atmospheric requirements make face-to-face meetings with most species impossible. They communicate primarily via radio, with colour-shifting skin patterns for emphasis. The Central Vreen use telepresence screens. Their "faces" are a familiar sight to most diplomats, who occasionally forget that the face on the monitor is the size of the average cargo ship.

But they also use drone-units (known as ROVs or Waldoes). They metallic build to-scale replicas of the species they intend to visit, then pilot them via a distant virtual reality dome. Some use telepresence screens to project the Central Vreen's face, others have featureless masks or simple indicators.

As PCs
A Central Vreen PCs using a Waldoes is, effectively, driving a robot, usually with 360 degree vision (the Central Vreen have full-body photoreceptors) and a tendency to misjudge distances and respective sizes. There's plenty of room to put a human-scale ship on the outside of a Central Vreen hull without anyone noticing, but a Central Vreen ship is comparatively quite fragile.

Melvyn Yeo

The Orlo

G - O2 - -40/30/90oC - 0.1/1.3/3atm - 0/1/3g - P# - 10m - 1c - IS - B

The Orlo are thousand-limbed pale blue beetles the size of a car. Eight gem-like eyes in two rows of four, truly alarming manipulator mouthparts (hidden by a veil), and decorative horns. They are social among their own species, but only after formal introductions and a strict hierarchy is established. Some xenoanthropolgists classify them as forming "#-sized indivisible units" instead, because crews and diplomatic missions can fail completely if a member is removed or added unexpectedly. Other species, thankfully, do not trigger this response.

An Orlo can fit in most human-sized habitats, but smaller space stations and narrow corridors present a problem. They excrete cat-sized semi-parasitic sensory grubs to investigate difficult spaces, then devour them upon their return. The grubs are slightly intelligent, can speak, and can manipulate objects with their mouthparts.

As PCs
An Orlo PC is large, armoured (to a certain extent), and used to biting their problems to death. The exact limitations of a sensory grub are up to the GM.

Finnian Macmanus

The Kursleck

G - O2 - -40/10/30oC - 0.2/0.9/1.1atm - 0/1.4/4g - P# - 0.1m - 1c - IS - I

Kursleck are melon-sized spheres of dense black prehensile hair with two extensible sensory stalks. Upon joining galactic society, they were chagrined to discover most of the species sharing compatible environments were considerably larger than them, and often completely immune to the sound-based stealth tactics the nearly blind Kursleck took for granted. Still smarting from a few ill-advised wars, the Kursleck are slowly finding their place in the galaxy.

To avoid being trampled, modern Kursleck are suspended beneath floating grav discs. The sight of a black furball with a halo, hovering at head height, and sniffing the air with two antennae can be alarming, but seeing eye-to-eyestalk has advantages.

As PCs
A Kursleck PC has massive silent movement bonuses (except against sight) and, if they've got a hover-disc, can fly. Terrible eyesight but excellent hearing, and the ability to hold up to 60 ring-sized objects.

Ariel Perez

Humans

G - O2 - -20/20/40oC - 0.3/1/1.3atm - 0/1/3g - P# - 1m - 1c - IS - B

Humans are slightly smaller than average, prefer slightly more gravity, and slightly lower temperatures than their their assigned atmosphere-temperature-gravity band. They are well within the centre of the bell curve; over a hundred species can directly interact with human structures and vice-versa, with a further three hundred species capable of interaction with limited adaptation (extra insulation, limited exposure, scale issues, etc.).

As relative newcomers with a limited technological base, humans tend to use telepresence for most scale-differential interactions, though they can adapt to Waldo piloting fairly easily. Some of their smaller ships are configured to interact with larger gas-giant species directly. Humans have broadly porous social groups, and assign human-like characteristics to inimate objects and non-sentient creatures. If they find a conceptual handle for a new species, they rapidly work out how to interact with them. This can result in disaster, but on average tends to work out positively.

Davesrightmind

Vague Ideas



1d8 Smaller to Larger Interaction Methods
1 Appropriately scaled manipulator suit or mini-craft.
2 Suspensor platform or hoverchair.
3 Natural flight and quick turns.
4 Coordinated assembly-stack. Highest ranked on top.
5 Stoic acceptance, vivid communication, and high speed.
6 Dedicated porter-species. Possibly a host.
7 Hired porters and local guides, possibly unaware of their role.
8 Holographic adjustable communication-form.


1d8 Larger to Smaller Interaction Methods
1 ROVs/Waldoes. Uniform models, custom-built, or off-the-shelf adaptations.
2 Telepresence and distant guidance.
3 Extremely dangerous temporary dimensional compressor.
4 Dedicated interpreter-species. Possibly mind-linked.
5 Juvenile forms sent to live among other species, growth halted via medicine.
6 Growth into starship- or -transport forms. Live inside one.
7 Temporary budding or subunit/organ detachment.
8 Extruded sensory goop.

2020/08/04

Space Out of Colour



A bit of microfiction in the style of Things by Peter Watts.

Massive spoilers below the cut for Colour out of Space (2019) by Richard Stanley.

2020/08/02

Sci-Fi: Alien Categorization Codes for Space Opera

Most space opera or soft-sci-fi settings use broad categories of life. "Class M planets" and "Carbon-based lifeforms" are two typical examples.

They are useful shorthands for explaining why everyone looks like a human in a rubber suit and why every planet vaguely resembles California or a quarry in England, but they're not particularly interesting. "Carbon-based" is so vague that it's practically a non-sequitur; it tells you almost nothing about how the creature operates and what environment it requires. Extremophile bacteria, tube worms, spiders, and mushrooms are all carbon-based lifeforms.

I wrote about set-dressing aliens in this post.
   

Assumptions

  • Infections and cross-contamination are not significant issues. E.g. this fungus from Planet A won't happily colonize human skin, this creature from Planet B doesn't casually emit compounds that are toxic to humans, etc.
  • There is enough overlap that categorization like this is useful. If everyone has to wear miniature spaceships to visit each other, it's not space opera.
  • Species are abundant and have reasons to interact. This guide isn't useful in a setting without thousands of potential intelligent species. Some sort of galactic community is required.
  • Interspecies communication is possible (i.e. it's possible for two species to communicate using the same language.) Sure, one of them might use radio and the other might use gestures, but it's possible to build a grammatical base that means something to multiple species.

Categories are listed from most to least crucial. If you're an alien scooping up a creature or sorting out accommodation and compatibility, you'd work from the top down. They're sort of like taxonomic ranks.
 

Phase

The phase (or phases) a creature requires to live. Not the phases it can safely inhabit (e.g. swim in), but the phases that are required for life.
  • Gas Phase
  • Liquid Phase
  • Solid Phase
  • Plasma Phase (?)
  • Vacuum
Humans are G-, amphibians are GL-, fish are L-. Solid Phase creatures are difficult to imagine, but maybe some sort of distributed high-pressure network of tendrils or self-propagating migratory crystal patterns (like rock-prions). Plasma-phase creatures presumably live in the heliosphere of stars, the upper atmosphere of planets, or other equally odd locations. 
 

Primary Energy Exchange Element

The stuff a creature needs to live on a minute-by-minute basis. For setting purposes, the atmosphere the creature breathes.

It might be more useful to phrase this in electron donor/acceptor sets (e.g. humans would be hydrocarbon+O2 / CO2+H2O, hydrogen bacteria would be H2+O2 / H2O, etc.) but the list would be enormous and unwieldy for soft sci-fi or space opera games. You should still check out the list of real chemolithotropes. Life is weird.

Energy requirements (light, electricity, neutrons, etc) are best categorized with Optimal Radiation (below).

  • O2
  • CO2
  • H2O
  • H2
  • CH4
Humans, dolphins, and fish are -O2-. Plants are -CO2-. Creatures on Titan might be -CH4-.
lifeslittlemysteries.com (defunct)

Pressure-Temperature

In setting, this is probably expressed as a single operator or symbol (some sort of compressed ideal gas law thing)

Temperature is given as a 3-point range: minimum, optimal, and maximum. The value is calibrated around environmental temperature. Clothing is assumed; external heating or cooling sources (fire) are not. For humans, a range of -20/20/40 oC is close enough to accurate.

Pressure is also given as a 3-point range: minimum, optimal, and maximum. For humans, a range of 0.3/1/1.3 will do.

(Pressure is tricky; humans can breathe in a 100% oxygen atmosphere, but atmospheric oxygen is around 20%. At 100% O2, humans can survive around 1 atm of pressure, but at 20%, we can survive up to 2.5 atm of pressure. And, of course, temperature ranges vary with humidity...)
 

Gravity

Again, given as a minimum, optimal, and maximum range. Humans can operate in freefall, and the maximum feasible gravity seems to be 3-4g, so 0/1/3g.
 

I'd expect most creatures that can survive falling or rolling for any length of time to be able to survive in 0g environments. Pitcher plants couldn't.
 

Optimal Radiation

The assumption is that the creature requires this level of radiation, but should be shielded from all other forms. Deriving a numerical value here starts to cross the line between "back-of-the-napkin RPG math" and "actual physics". I couldn't make it interesting.

Humans need Photons of energy X to energy Y, with a radiant energy density of Z. So -P#-
High-altitude gas giant creatures might need Neutrons of energy A to B with a radiant energy density of C. So -N#-
Creatures which have no specific radiation needs (e.g. prefer darkness) are denoted with an X.


It's interesting to note that the sun's output is not evenly distributed across all wavelengths. Without some sort of intensity curve, the "default" light in a room will never be a typical sunlight white.

Ivan Khomenko

Scale

Even if creatures have all the above characteristics in common, building structures that can accommodate a variety of scales is useful. For space opera purposes, size bands based on orders of magnitude (0.1m, 1m, 10m, etc.) are probably acceptable. Or maybe there's some sort of convenient clumping principle at work, and intelligent life tends to occur in narrow bands around "about shrew sized", "about person-sized", "about whale sized", etc.
  

Cognitive Speed

How quickly the creature can communicate a fixed packet of information to another creature, or perform a standard quantity-rearrangement or pattern matching test. Computers have a value thousands of times higher than a human. This is another order-of-magnitude range; 0.1c, 1c, 10c, where c is an arbitrary anthropocentric value.

For a space opera setting, it's probably easiest to assume everyone sharing an environment has a comparable cognitive speed, but it might be interesting for some creatures to operate in very different ways.
 

Social Organization

A series of codes for typical groups.
  • Individual Asocial (-IA-)
  • Individual Social (-IS-)
  • Collective of size # to # (-C#-#-)
  • Hive of size # to # (-H#-#-)
  • #-sized Indivisible Unit (-#U-)
Basically, "how many can we put in this tank before they start fighting or die of loneliness?"
 

Symmetry

A strange code, but I suspect creatures with similar symmetry plans tend to have broadly compatible views of time, design choices, etc.
  • Radial #
  • Bilateral
  • BiRadial #
  • Icosahedral
  • Asymetric

Dominic Qwek

Examples

I've had to eyeball a few values. Nobody, as far as I know, has ever put a whale into freefall.
  • Humans are G - O2 - -20/20/40oC - 0.3/1/1.3atm - 0/1/3g - P# - 1m - 1c - IS - B
  • Blue Whales are L - O2 - 4/12/20oC - 1.5/3/10atm - 0/1/1.5g - P# - 10m - 1c - IS - B
  • Ants are G - O2 - 10/30/40oC - 0.2/1/3atm - 0/1/3g - P# - 0.01m - 1c(?) - H100-2000 - B
  • Titan Spiders are G - CH4 -  -190/-180/-120oC - 0.7/1.5/4atm - 0/0.1/0.6g - X - 1m - 10c - IS - R8
  • Hydrogen Rays are G - H2 - -80/200/500oC - 0/0.01/0.1atm - 0/2/6g - N# - 100m - 0.1c - IA - B
 

Conclusions


In a setting like this, I'd expect compatible species to form parallel galactic civilizations. The oxygen-breathing approximately 1g people might have their own wars, only vaguely aware of the politics of the methane-breathing 0.1g ice-worlders. Intermediate or interpreter species are probably valuable. Collaborative space stations probably feature a wing for the most common or influential types, plus a neutral zero-g zero-atmosphere area.

This guide also helps colony building. A survey team can scan a world, generate the correct codes, and then figure out what species might be interested in visiting. Jupiter could be a tropical vacation paradise. Humans can't use it, but could trade access or ownership rights. It's much easier than terraforming. Instead of fixing Venus, sell it to someone who likes it as-is, or just needs to make a few tweaks.

Humans have an incredibly tiny livable range on every axis. We're used to taking oxygen, pressure, and temperature for granted because that's how space opera works. Push any value outside the habitable range and everything falls apart.

Mass and special requirements are a real pain. If dolphins built the Saturn 5 and wanted to land on the moon. Assuming they ate the same amount of food, consumed the same amount of oxygen, and took up the same space as the 3 human astronauts, they'd still need to haul an extra 36,000lbs of water into space, effectively doubling or tripling the payload. And because of the tyranny of the rocket equation, that means a much bigger rocket. Still plausible, but inconvenient. Then again, vacuum-adapted creatures probably laugh at humans hauling all that neutral gas around.


It's best to pack your own food (or food additives). Gene-tweaked humans can probably get by with a small pack of pills and requests for water and glucose, but it's not exactly high cuisine.

Each species needs to have its own experts. The life science technology of one species, no matter how advanced, might do absolutely nothing for the next species. First aid and emergency triage (e.g. basic medieval medicine) is probably cross-trainable, but everyone should carry their own first aid kit, ideally with instructions. Aliens can sell us a better microscope or fab up a few thousand litres of morphine, but they're probably baffled by white blood cells and drug interactions.