Professional Documents
Culture Documents
Newman’s
social
science
fiction
Special Dreamation 2010 Preview
T
his is a special preview edition, made specially for players at Dreamation 2010 on
the weekend of February 18-21 in Morristown, New Jersey.
It’s part of a larger project, and I want to try out some simple
parts with Shock: enthusiasts gathered at Dreamation. But
because there’s setting material involved and I wanted to get
some long-term play feedback, I had to make sure everyone
had a reference and would be able to take a copy to try it out
with their krewes back home.
Shock:Human Contact
So, what you hold here is a tiny scrap of the setting material
Dreamation 2010 Preview
that I’ve been designing with the help of Meguey and Vincent
©Februar y 2010 Baker, Rober Bohl, and Soren Roberts.
Joshua A.C. Newman
of the glyphpress This game started as a response to Star Trek, but wound up
heavily inspired by Ian M. Banks’ books Use of Weapons and Player
Xenoglyphs on page 9
©2010 Soren Rober ts who of Games; Vernor Vinge’s Deepness in the Sky, and Isaac Asimov’s
also helped design the Foundation trilogy. If you like this game, you’ll love those books.
Academy starship.
And I hope, vice-versa.
For questions, absurdly
opinionated blog posts,
suggestions, and
other suppor t, come to
glyphpress.com
A
cademics — the hominin native to Earth — are the most
basic form of the many forms of human in the galaxy.
Adults stand between 2 and 2.2 meters tall with skin that
ranges from a light brown to charcoal black and occasional
midnight blue, depending on the requirements of their
environment. Their toes are prehensile, one of a thousand
subtle genetic modifications made many generations ago to
enhance the spaceworthiness of the species.
The Colonies
Earth’s past contains many accounts — some recorded in
deliberately, some only discovered archaeologically — of
exoduses to the stars precipitated by sociopolitical shifts in the
life of Earth.
2
Generation ships have been frequently reinvented, entire
civilizations traveling the stars on low-thrust engines for
hundreds or thousands of years, intending to found colonies
when they arrived at their destinations.
For the last three centuries, the Academy has been recording
the bubblings of civilization on distant stars — its scientists
have observed colonies’ reinvention of radio and occasional
encrypted cacophony of information networks. Sometimes the
signal offers no clue to its nature.
3
cometary “smart ice” reaction mass
1km diameter at launch
500,000,000,000 kg Academy Interstellar
Travel
The gulf between stars is vast beyond any comprehension of
the hominin mind. But for all of recorded time, there has been
suspicion that we’ve been trying to go the long way.
sensor array knot in spacetime. That knot can be carefully manipulated until
radius 2km
it connects with another such knot, and a small object, such as
a starship, pushed through.
4
second as the ship continues to accelerate through How long does it take?
the wormhole. It takes about 2 years to get to the
wormhole above the north or south
pole of Earth’s star, and, since most
There is, as yet, no way to pull a ship through. The trip colonized planets are in the same
“goldilocks zone” around a similar
is one-way until the explorers’ wormhole mechanism star, about the same to arrive.
is constructed at the other end by an autonomous
The starship burns constantly, turning
system, released upon exit. Complicating matters the ice to plasma, first accelerating it
toward the wormhole, then turning
are the unpredictable ripples in hyperspace caused and decelerating to the destination.
by the passage of such a craft — that particular
The engine, its massive ice ball reduced
connection will be unusable for months until the to a tiny sphere, launches the habitat
ring into a braking orbit, burning off the
space stops quivering, releasing exotic particles and
ring’s extra speed on multiple passes
causing measurable fluctuations in the mass of the through the top levels of atmosphere
of the planet. The engine module goes
space around it. Travel through the wormhole while on, accelerating again in automated
search of a comet to turn into a new
this continues to happen has unpredictable effects
ball of reaction mass, returning a year
— probes sent through have been lost, though whether or so later, if all goes well.
The Net
All Academics are implanted with a bioelectrically powered
radio connection to the Net. They are in constant contact with all
other Academics, able to share visual and auditory information
as well as text limited only by distance and the speed of light.
5
Other sensory information can be logged, though it is considered
very intimate to share such data.
Other Academic
technologies
There are several other technologies used to good effect by the
Academy:
Materials
The Academy’s material engineering approaches the ideal
of known physical limits. Flying machines are so finely
constructed as to be nearly invisible. Exoskeletons that
multiply the strength of the wearer many times are no heavier
than normal clothes. Materials that change color and opacity at
command are common.
6
to facilitate transport to and from the surface and draw power
from the planet’s magnetic field.
Language translation
The first team of Academics on the ground always includes at
least one specializing linguist. The linguist adds to the natural
language translation capabilities of the Academy, working
from hand symbols and drawings up to spoken language, puns,
irony, and jokes. Natural language translation cannot be fully
automated, but the translation system is an extremely effective
method of teaching the language on the fly.
7
Weapons
When pressed, Academics will use weapons to bring an end to
a conflict gone wrong. Because violence is considered evidence
of failure, the Academy considers precise forensic record
keeping absolutely necessary in order to find out what went
wrong. Tools that are designed to be weapons track and record
tremendous amounts of information about any violent act (if not
temporarily silenced). If queried, the weapon or projectile will
report the hormone levels of the attacker and attacked, as well
a 3D model of the situation from the point of view of the weapon.
The two weapons most used by Academics are the Needle and
Smartglue.
8
to take simple commands — “Let him speak” or “Let go” for
instance. It will ask for confirmation if given a command that
will hurt the individual it is holding, based on a broad knowledge
of force and physiology.
The Work of an
Academic
Living for centuries, Academics often have several specialties
in their lifetimes. Furthermore, because they need to spend
years isolated from their home culture, each individual needs
thorough versing in law, agriculture, medicine, and the “soft
form” martial arts of the Academy.
Anthropology
Anthropologists study human cultures and are the core
scientists of the Academy’s exploratory teams. Some study
a culture by becoming an accepted member, while others
9
remain distant, endeavoring to keep from influencing their
experimental subjects. Some study artifacts while others study
language or other living cultural forms, hoping to add to the
Academy’s understanding and share the Academy’s way of life
with the colonists.
Archaeology
Archaeologists search for records of a society’s origins. No
one knows how long hominin colonies have existed and it is the
objective of the archaeologist to help figure that out. On Earth,
hominin ancestry goes back to a clear point 100,000 years ago.
Before that, the zoology of the planet was starkly different from
what it’s become, a fact made clear by the records, intentional
and other wise, of earlier civilizations. From bone needles and
pottery shards to ceramic fibers and lost cities, the galaxy surely
holds many mysteries in the strata of its inhabited planets.
Biology
Life is abundant in the galaxy. Where life is not forbidden by rain
of molten rock or pressures that make hydrogen fall as snow, it
lives. Hominins have surely learned to live with local flora and
fauna. What are they, and what is waiting to be discovered? And
what happens when something discovers us back?
10
Rules
Making a culture
If your Protagonist in a Colonist, make sure at least one Link
and/or your Antagonist is an Academic, and vice-versa.
The Shock for the first episode in a colony is the arrival of the
Academy.
Name in particular:
• What your people wear
• What they eat
• What their shelter is like
• What their family structure is like
• What they look like e.g. color of skin, height and proportions.
11
Inter-Protagonist conflict
When two Protagonists are in a Conflict, the Antagonist player
of the current Protagonist tells the opposing Protagonist how
many Credits zie is spending. The opposing Protagonist can
divide up those Credits into whatever configuration of dice zie
requires.
The opposing Protagonist does not roll a Minutia die and can
not gain Features.
Changing minds
When your Intent is to change a Protagonist’s mind — by any
means, from argument to seduction to brainwashing — your
Intent is really to make the Protagonist in question add the
desired effect as a Link in addition to existing Links.
For example, if Ayize want Timande to fall in love with her, her
player gives that as hir Intent. If zie wins the Conflict, Timande’s
player writes under Links, “In love with Ayize”. It can now be
used in addition to Timande’s other links only by asserting it
in deed. If Timande acts like he’s in love with Ayize during or
leading up to a Conflict, his player can reroll the dice to change
a result.
12
If the reroll fails, Timande’s player must change the Link to
reflect a change in that relationship — perhaps “Infatuated with
Ayize” or “Resentful of Ayize”.
• Write down your three favorite Features from the old sheet.
• Now copy over your Links. Any Link that was used must be
copied over. Any that was not used this episode may be copied
over at your discretion.
• Choose someone from those Links to be your Antagonist
next time.
• When everyone’s done for the night, share with everyone what
changed for your Protagonist.
• Write down your new Story Goal and share it with the group.
13
no more to tell here. Maybe they stay and live there, maybe the
starship leaves orbit never to return.
The Academy
What happens next has everything to do with the needs of the
players.
The Colony
• Do Colonists join the Academy, integrating with the starship
crew?
• How have the cultures in the colony changed through contact?
• If they’re a spacefaring culture, do they ally themselves with
the Academy? Do they become enemies?
14
Æsthetic principles
What the Academy looks like
• Academic technology, on the whole, does not glow. Text and
images look as though they are printed on paper.
• The arrival or departure of a starship uses a fantastic amount
of energy. It’s the brightest thing in the sky, visible even
during the day when it’s nearby.
• Academic uniforms and spacecraft are dark grey and
brown when practicality doesn’t require other colors. As an
institution, they dislike ostentation.
• Because of their free movement on Earth, Academics tend
to look and think very similarly, belonging to a superculture
that covers the planet.
• Sensors are ubiquitous long, straight whiskers that stick out
perpendicular to the surface of the spacecraft, clothing, or
equipment doing the sensing. Sensors are attached to many
objects often used as functional jewelry.
• There are no beam weapons, force fields, artificial
intelligences, or antigravity.
What the Colonies look like
• Colonies usually have multiple ethnicities. They will have
tribes, nations, languages, religions, and variations in
physiology from area to area and among groups in a given
area.
• Colonists want things from the Academy — they might bring
legitimacy to a ruler or relief to an afflicted group. But they
also want things from each other.
• Every society has an aesthetic. Look at a particular human
culture and expand on that. People who live on the ocean may
have art that looks like Haïda or Inuit art — bold, gemetric,
and expressive. People who live in mountains may make a lot
of terra cotta — soft shapes, pottery, and bricks.
• If the people write, what are their writing implements like?
That will effect the way their writing looks. Do they write with
brushes? By carving in stone? With pens? By pressing shapes
into soft clay? Try making writing the way they do to figure out
what it looks like.
16
Join the Academy
I put together this Preview of Shock:Human Contact to get some
creative input from you! I’d love to hear from you and hear how
your experiences have gone with the game.
xenoglyph
The glyphpress blog can be found at glyphpress.com. There,
you’ll find science/fiction posts, art, and commentary on the
world from the perspective of a science fiction enthusiast.
17
a far-future setting for Joshua A.C. Newman’s
social
science
fiction