Showing posts with label Obsolete Simulations roundup. Show all posts
Showing posts with label Obsolete Simulations roundup. Show all posts

Monday, December 30, 2013

Obsolete Simulations Roundup: Fringeworthy


Fringeworthy
Exploring the Pathways to Infinity

One person in 100,000 have that unknown quality that makes them 'Fringeworthy.' You are one of them. These are your adventures...



Fringeworthy was first published back in 1982. I picked up my copy at the Little Tin Soldier shop on University Avenue in St. Paul after it was recommended to me by one of the shop's staff who was familiar with my writing efforts. We would discuss our respective writing projects and our respective gaming experiences fairly regularly. Those were good times. In any case, I was writing about gates in my stories and using them in my current campaigns. He handed me the blue covered Fringeworthy book and told me to take a look at it--this guy in Michigan had published a game based on gates. I flipped through the thing prepared to scathingly dismiss it as rubbish. You know how 19-20 year-old writer-gamers can be. Plus I was an artist sending out work to lots of small-press zines at the time. I could get pissy about the art as well. But I didn't. I bought the book.

108 pages. Durable softcover. Large, readable type. Two column lay-out. Packed with random tables (P. 94 has a one-page Alien Design sub-system made-up of random tables that Mr. Raggi might appreciate). There's a character sheet, world sheet and more in the back. This was the total package-deal. This one book was all you needed to go exploring the portals left behind by the Tehrmelern...oh yeah...those guys...

Ahem. More than a million years ago the Tehrmelern civilization established a network of inter-dimensional pathways that spanned time and space. These highly advanced beings explored and colonized and studied millions of worlds for a significant period of time, before they ran into a monstrous, implacable enemy that rapidly wiped-out the Tehrmelern civilization, leaving behind their inter-dimensional network of pathways.

Then, a team of Japanese scientists working in Antarctica discovered one of the ancient Tehrmelern gateways. It was quickly discovered that only a select few people, 1-in-100,000, had what it takes to get the portal to open, or for the ancient alien technology to respond. Those rare individuals became known as 'Fringeworthy,' and there you are. It's a very nice set-up for either a novel or a role-playing game, and in this case it was both. The creator of Fringeworthy, Richard Tucholka, a big Sci-Fi fan, was writing stories set in this universe from back in the seventies. The Fringeworthy setting grew out of his earlier attempts at fiction. There is a strong current of classic science fiction running through this stuff. Sure, the use of gates is nothing new, not by a long shot, and no one with any familiarity with the Sci-Fi of the Golden or Radium Ages would ever take seriously any claim that he 'invented' spinning, round gateways to other dimensions. But what Tucholka did was to make his version both engaging and intriguing, as well as playable. You can quibble about the rules, the lay-out, the typos, etc., etc. and most reviewers have; but the core concepts at the very heart of this game are fun and worthwhile and endlessly intriguing. That's why we see other games like GURPS Alternate Earths, Gatecrasher, Rifts, Torg, Lords of Creation, and so on. None of these games 'invented' this 'gates leading to alternate world/timeline stuff;' even Charles Fort had precursors. But each game, every author, makes the idea of cross-dimensional gatesways over in their own image, and provides a different approach to things. What Tucholka succeeded in creating was an engaging and unique setting. But we'll come back to that.

Fringeworthy is considered by some to be the first alternate history adventure role-playing game ever published. Maybe it is, maybe it isn't. I can't say. It came out during a time when there were very, very few Sci-Fi rpgs out there, so this may well be true. It is also claimed that Fringeworthy may have helped 'inspire' the Stargate franchise, but this has never been acknowledged that I am aware of, and no lawsuit was filed, so the situation remains a bit murky. Seems like most, if not all, role-playing games tend to have skeletons and potential litigation lurking in their closets, doesn't it? Let's forget the claims and rumors and crap and focus on the game itself.

The first two editions of Fringeworthy featured rules derived in large part from The Morrow Project. This means that the rules for combat were Extremely Simulationist to the point that you could use a copy of Jane's Defense Weekly at the table as an in-game supplement. Hit location. Rate of Fire. Rate of Load. Hydrostatic Shock Modifier. Yeah. If you like guns, this system is very real world. It's also playable. I've played in a game where these rules were used and once you get used to it, especially if you have some ex-military types at the table. But it is not everyone's cup-o-tea, not by a long shot. I found it way too involved and clunky, but there are those gamers who really, really love this sort of crunchiness. So it's a matter of personal preference. A more abstract/simplified option might have been a good idea, but that's second-guessing decades after the fact...

The system used in the early editions of Fringeworthy is pretty much the same base system used in all of Tri-Tac's classic line-up of rpgs like Bureau 13: Stalking the Night Fantastic and FTL: 2448. You roll 4d6 and subtract 4 from the result for your character's Characteristics: Strength, Constitution, Dexterity, Agility, Intelligence, Wisdom, Luck, Charisma. Then you roll a d100 and if you get 3 or under, your character has Psionic ability. There are the usual suspects like Hit Points, as well as Crystal Use; your character's ability to use the 'crystal keys' left behind by the Tehrmelern. You get Military Training (well-done on only half a page!), Body-building rules, Skills and Education, and Languages. Each section has examples; snippets from 'The Ed Power Story,' that really help it all make sense. The Difficulty Rating chart on P. 15 is an almost eerie precursor to the D&D 3.x approach, but using percentile dice, not a D20. There's also a Difficulty Randomization chart to change things up each time. The Annoyance chart on p. 16 always gives me a laugh; it's a nice variation on the stock Charisma Reaction roll. There are a lot of charts and things that could be ported over from Fringeworthy to the older editions of the classic game with little to no effort. You could also bring in fantasy characters to liven things up, if that's your thing. So character-building is somewhere between D&D and Traveller, but not as complicated as it might seem at first, and thoroughly old school-ish, meaning things aren't as streamlined, nor as well organized, nor as pretty as more modern rules. There's also not that much unique or special about the rules per se. They're fairly stock rpg rules circa the early Eighties. That probably makes them too clunky or excruciatingly lackluster for non-grognards looking for prose executed with contemporary sensibilities and shiny new mechanics. Most of the prose has the patina of classic Sci-Fi, and the mechanics are pretty old fashioned. So in that respect, this game is probably obsolete. It's a matter of taste, and tolerance. It is not the easiest game to play. Like any rules-set it could have been made better from some editing, revision and better lay-out. So could most new games released in the last year. But that's old news, like these links...

There is an entry at Wikipedia for Fringeworthy that has been sanitized for your protection and comfort (all unverifiable rumors and unsupported claims duly removed). RPG Geek has a review of the First & Second Editions of Fringeworthy, as well as a separate review of the Third Edition, though neither page offers very much information, and there's another page with all of that stuff rolled into an umbrella entry for Fringeworthy that includes the D20 Edtion as well. Grognardia did a nice summary/retrospective back in 2011. Steffan O'Sullivan did a fair review of the Third Edition. There's a slightly more critical review of the 10th Anniversary Edition at RPG.net. There was also a suggestion to fans of the old Sliders show that Fringeworthy could be adapted to play-out adventures in that fictional milieu.

So that takes care of the old, arguably obsolete aspect of the game. Now things get more interesting.

Fringeworthy isn't dead. Tri-Tac is still in business, despite a raid by the FBI back in 1994. Remember what I said up above about the setting of Fringeworthy really being the star of the show? Well, the setting is slowly spreading out into other systems. The game is still alive and well and has been adapted to the D20 Modern rules and there is an effort underway to convert Fringeworthy over to Savage Worlds...though there hasn't been much news on that front for a while now. In any case, there's a page devoted to the various editions of Fringeworthy, and you can still buy a pdf version of any of the editions you might be interested in, so you can slog through the classic version or try out the spiffy new D20-ified version of the rules to your heart's content...or your group's collective threshold for such things.

There's a weekly podcast. There's a slightly quiet Fringeworthy Yahoo Group. There are Forums dedicated to Fringeworthy as well as all things Tri-Tac, and the Tri-Tac website links to quite a few of their old games and a few handy resources.

So...Fringeworthy is not dead. Maybe the folks over at Tri-Tac could use some encouragement to help motivate them to complete work on the Savage Fringeworthy rules. I'm still waiting to see Mr. Tucholka publish his long-gestating Fringeworthy fiction...



The Obsolete Simulations Roundup blog-hop is being hosted by The Savage Afterworld blog. Thanks to Tim Snider for setting this blog-hop into motion!


Sunday, December 29, 2013

Obsolete Simulations Roundup: SPI's Universe RPG




Universe
The Role-Playing Game of the Future.
A Comprehensive Presentation of the State-of-the-Art Science Fiction Role-Playing System.

(It says so right on the cover...)



As a game, Universe is most well-known for the large poster-map of the near stars. That map is still amazingly cool. It gives the spectral class, X/Y/Z coordinates, and a master table of distances between major star systems. This was as close to a 'real' star map as anyone had ever done for a Sci-Fi RPG. It evoked a sense of 3-D volume in a way that the hex-mapping in Traveller never really quite captured. It remains one of my personal, all-time favorite maps from an RPG. It's a really great map.



"It is the 24th Century. Mankind, searching for its destiny, has begun to explore and colonize the Milky Way. The stars themselves are now man's playground; they are also the seat of his greed."


From the Introduction

SPI, (Simulations Publications Inc.) brought out the Universe RPG in 1981. This was to be SPI's answer to the Traveller rpg. It was a full-blown science fiction role-playing game that came in two books (and one poster-map), in either a box set or a no-frills Zip-Bag set. I own the first edition Zip-Bag set of two books and the map. I picked up my copy from The Little Tin Soldier shop on University Avenue in St. Paul in 1985. The zip-bag set had gotten stuck behind some other stuff and consequently had been overlooked. My copy of this game has sat on my bookshelf for a long, long time. Every now and then I dig it out and read through it until my eyes glaze over and I put it back on the shelf. The content is generally fairly decent, for the most part, but the presentation is not particularly friendly; everything is laid-out in three columns of very small (10-point?) serif-type (justified), and without any illustrations, except for the planetary map samples in the back of the Adventure Guide. These are some densely-packed rules; nearly collapsium-level in their compressed and condensed presentation. The decimal notation can also scare off non-wargamers, but that's far less of an issue compared to the teeny-tiny type.

In some respects, Universe is a Sci-Fi heartbreaker. It was designed in reaction to Traveller, and while it does address some things that other games have tended to ignore or gloss over, it can go overboard in other areas, and it fails miserably in terms of providing enough details for the setting to become more than a very generic place-holder...


The setting is quickly sketched out in the one page introduction. There are psionic powers. Psionics provide the teleportation/hyperjump capability that allows for faster than light travel. Most of the habitable planets within 10-20 lightyears of Earth have been settled by ethnically-concentrated groups originally sent off by one of the old national powers. In the meantime, Earth itself was unified under a one world government, the Federation of Planets, and most of the current population and industry of Earth now occupies orbital space habitats. The Federation controls interplanetary trade, but generally tries to keep out of local affairs. Each planetary society runs things pretty much as it likes, on its own soil. Usually. The primary form of currency is the Tran, which is short for 'Transfer,' and not the usual, generic 'credit.' Robots are commonplace. Alien creatures are a major inter-planetary commodity, but so far there has been no contact with intelligent aliens. So far...

It's not a bad start...but there are not too many more details provided. In some respects Universe feels like a system in search of a setting. What little is offered in the Gamemaster's Guide feels extremely generic and woefully inadequate. Perhaps it would have worked better for SPI to have made the game a generic space opera rpg tool-kit. Maybe. But that's second-guessing decades after the fact. You could perhaps try to find out a bit more about the 'official' setting by taking a look at SPI's Star Trader and Delta Vee board games, or you could track down old, out-of-print back-issues of the original Ares magazine, or the Ares Section in some of the old  back issues of Dragon magazine. Or you could just drop the already minimal setting details and use the system to build your own galactic empire or whatever. If you like the system...


The System is very methodical and is backed-up with a bunch of charts, tables and log-sheets. You will need all those tables, charts and log sheets. And scratch paper. And probably a calculator. It might also help to develop a few planets first, then let players build characters based on the characteristics of those planets, since the character generation process takes into account the character's heritage and environmental background. The combat system is a nightmare, but then a lot of old rpgs have terrible, clunky, non-intuitive combat systems. The section on how to manage encounters is a deal-breaker in most instances. It was the final straw for my group, and the main reason the game has remained on the shelf, and not at the table, all these years. But aside from that...

Character Generation is very detailed, and is covered in 13 steps that take you from 4 Potential Modifiers (Physique, Coordination, Intellect, and Social Background), to Study Points, to determining the character's natural habitat/home environment (including skill levels in all environs, gravities, your character's preferred temperature range, and skill level in urban areas), to social standing (which affects family history, initial wealth, and skill points).  Then you spend those study points, choose initial skills, and determine the character's 9 Characteristic Ratings. After that, you choose a profession, decide how many years you practiced this profession, deal with aging effects, calculate skill points, choose the skills, then figure out what benefits you get. The Character Generation rules are parallel to Traveller in many respects, only the cashing-out phase of your pre-adventuring career is determined by one die roll on one table, which could probably have been handled better. It looks complicated, because, well, it is. But some of that detail is actually kind of cool. What other game has you determine how your character handles various environs (terrain-types), gravities and temperature ranges on a handy little graph right on the character sheet? The range of skills is pretty comprehensive and is not that different from other, more modern games that like to load things down with comprehensive laundry lists of skills. The tables really help make this go a lot more smoothly than it might, though an example or two might have helped a lot more. There are a lot of choices to make, and it is amazing just how much detail is packed into so few pages. Some of these ideas are really quite good, very well thought out. Making things like the gravity of your character's homeworld have a direct impact on their characteristics is a great idea.

The Solar System and World Creation rules are interesting. Very streamlined and relatively simple, compared to other games. Universe uses a set of circular maps that are more abstract than the usual approach, but then uses a variation on the tried-and-true hex mapping approach for the regions of a planet actually visited by the players. The circular planetary maps represent the world, moon or asteroid as seen from the poles. Each ring is a different temperature range and environmental type. There are examples of how to use the World Logs in the Adventure Guide, for the initial adventure Lost on Laidley. This is very different from the icosohedral and other approaches used to map out planets. It feels very arbitrary as well as slightly awkward, to orient everything from the poles, when most maps are oriented looking at the Equator, but it does map-out the variations in temperature, so it does have some merit. It just never really captured my fancy, so to speak. Apparently it didn't exactly spark a new mapping fad back in the day, either.

The Alien Creature rules are set up as a series of four increasingly detailed descriptions that are provided to the players when certain conditions are met. Each creature listing could easily fit onto a 3x5 index card with room to spare, and while that is kind of neat, this is a fairly weak part of the rules. This approach cranks out a lot of improvisation-fodder in a small space, but in the end these are all one-shot/gonzo monsters, not functioning members of a working ecology. The creatures are pretty silly in some cases, but how they are described to the players in-game is a very good idea that is well worth porting over to other systems. That might just be the one really cool thing I like most about this game. Next to the map.

The Robot Rules are based on a chassis that modular units are then mounted on. It works, but could be expanded a bit. There's a pretty good robot-building system in here, especially considering this was produced in the early Eighties. The idea of building a robot based off of a chassis, using modular parts, is a great idea. This approach could also be adapted for Automatons, Golems, Animated Statues, and so on in a fantasy context. Another good idea to borrow...

The Starship Rules were based on a set of 17 standard Hulls that you mix-and-match with various 'Pods' in order to customize the ship into whatever configuration you want. It reminded me somewhat of the General Products hulls from Larry Niven's Known Space stories. The modular rules for Starships in Universe may have inspired a similar system used in the Bughunters campaign from The Amazing Engine, according to one source. It is an interesting approach and is well worth looking at for some inspiration for how to make a modular approach to starship design really work, in terms of rules mechanics. This modular approach is another idea worth borrowing...

The Verdict...
Overall, the Universe RPG packs a lot of crunchy-detail into a small space, and there are some very good ideas in this game that could be ported over to other games. Some of the tables could be lifted and plopped down into another game with little to no effort. But as far as the game itself, it just doesn't feel complete. The setting is extremely sketchy, to the point that it could easily be jettisoned, allowing the rules to be used as an engine for an entirely new setting. But the rules are still somewhat clunky in spots, and the Encounters and Combat sections are a dire mess and need to be replaced. The psionics system is really weak, compared to the initial set-up in the Introduction. There are absolutely no rules in the core game for handling intelligent aliens, though there was supposed to be a supplement dealing with aliens in the works. The Creatures rules are woefully inadequate; there's no provision for domesticated beasts, pets, nor any sort of genetic engineering. The incompleteness of some sections invites tinkering, while the overly complicated sections invite revision and editing, if not total overhauling. But the lack of a setting on top of these things makes one wonder what's the point? Is there any point in adopting, adapting and revising a dead old sci-fi rpg? I'm not sure...


Reviving the Universe RPG?
Universe may be an orphan product/abandoned property. SPI was acquired by TSR back in the Eighties. Then TSR was acquired by Wizards of the Coast. Part of the TSR catalog was sold-off to Decision Games. In the course of all this, Universe may have fallen through the cracks. James P. Goltz has a note regarding the Copyright Status of Universe at Sourceforge. The Trademark was allowed to expire and does not appear to have been renewed. The full text of the game (and quite a bit of the SPI-produced supplemental material) is available for download, for free, online. For example...

The Gamemaster's Guide, Adventure Guide, and some other things like the Delta-Vee tactical space combat game are available for download at the Universe RPG project pages at Sourceforge.

There's a pretty detailed and well thought-out Review of the Second Edition (1982) at RPG.net.
The entry for Universe at RPG Geek is fairly light, but might be of interest.
Wikipedia has a very detailed page devoted to Universe.
The venerable Grognardia did a retrospective on Universe back in 2010.
There is a Yahoo Group. John Rauchert maintains a webpage detailing a bunch of resources for Universe. There's also an archive of one brave soul's efforts to meld Universe with GURPS.

It also looks like there is an effort to revive Ares Magazine, with a kickstarter set to launch in January 2014. You can read more about it at the One Small Step Games blog.

Maybe there's some life left in the Universe rpg after all...maybe...I don't know. Even after all these years, Universe leaves me ambivalent. I really do still like the map though...



The Obsolete Simulations Roundup blog-hop is being hosted by The Savage Afterworld blog. Thanks for setting this into motion!


Friday, December 20, 2013

Obsolete Simulations Roundup: Getting Prepped


The Obsolete Simulations Roundup blog-hop is being hosted by The Savage Afterworld blog. It takes place on December 29th, 2013. You can find out more details at this post, or this one, or check out the two new scenarios for Ghostbusters RPG to get prepped and inspired to participate, or just to see a sample of what is to come. We'll be writing about Fringeworthy & SPI's Universe RPG.