Hyperspace Opera

I’ve been working on this fantasy setting stuff for many years now and it’s a huge ongoing project that I don’t think will ever reach a point of being called “complete”. Once or twice a year I feel like taking a break from it for a while, and often I’ve turned to tinkering with ideas for a Star Wars campaign. But last week I was playing Kenshi while simultanepusly having Dune on my mind and an urge to put on the Cyberpunk 2077 music again, and I was overcome with the sudden drive to create a majestic Space Opera setting myself. Something that feels like watching an old monumental movie with grand landscape shots in ultra-widescreen cinemascope. Something with the imposing style of 1920s architecture and blend of dusty grime and lavish decadence.

I am still a giant Star Wars fan; as big as you can be before it becomes cringy. But I think the modern iterations of the last 20 years have lost most of the original charm, and I am growing a bit cold on the old Empire and Rebels thing, which never has really been what I thought as compelling game material. And I am also not feeling like Jedi right now. Smugglers is always an option, but for such a campaign you have to create a lot of your own new content, and in that case I am feeling like doing my own original thing from scratch right now. Probably just as a fun exercise, but maybe there might be a campaign coming out of this at some point.

The References

My main reference is of course the greatest movie of all time. The Empire Strikes Back. Specifically I am thinking of Bespin and Lando, but also the bounty hunters. Dagobah also has a stunning feel that I don’t mind refering to for wilderness environments either.

A Princess of Mars. The Granddaddy of them all. This is where most of the other sources on my list get their main influences from. Swordfights, radium guns, desert palaces, space princesses, alien monsters. Barsoom has it all. And I am really quite fond of the aesthetic of Antiquity most artists always associate with it.

Dune. Admittedly mostly the aesthetics of the 80s movie and a bit of the mystic elements, but technologically and socially my setting will probably  be very different.

Shadows of the EmpireStar Wars again. I think this one was the last hoorah of classic Star Wars, happening around the same time as the Special Edition relreleases and testing if the market was there for a Star Wars relaunch. I am the first to admit the Shadows of the Empire is not particularly good as a story, and I only played the game and read the book, but not the comics. But this story hits the right notes for me to slighly blend the classic Space Adventure style with Noir elements. Not sure where that came from, but even as a 13 year old or something like that, I always imagined the sections on Corruscant as looking like Noir movies with towering 20s architecture.

The Knights of the Old Republic comic series, which takes place at a similar time and some of the same places as the game but is otherwise a completely separate story. It stands out to me among Star Wars stories in that it’s not about the typical big damn heroes, but rather follows a simewhat obscure B-Team that has its own adventures that mostly happen alongside the big galactic events but occasionally have short, important impacts on the greater picture. What I love about it is that the characters are not the big invincible heroes and their goals seem more personal, even when they are interacting with the great poweful leaders of their time. I find that a much better reference for more pulpy space adventures than the big epic adventures of the main cast, which are also much more practical for playing actual games.

Mass Effect 2. While in many aspects more military hard sci-fi, the series is still well at home among the space operas, and especially so in the second game that has more stories set in the underworld and doesn’t deal with intergalactic politics like the other two games. There are some just gorgeous environments that I happily salavage for descriptions, but in particularly I love the way the series creates its alien species. There is only a dozen or so in total, and with two embarassing exceptions, they all have their own thought out cultures that don’t make any of them a generic villain species. I think the cultures of Mass Effect are one of the geeatest achivements in woldbuilding ever done, and it’s a model I fully embrace for my own species. And of course Lair of the Shadowbroker is an amazing pulpy noir adventure.

Blade Runner has a fantastic environmental design which I am totally going to straight up copy for at least one planet, though the story and technology have nothing to do with what I am planning.

And in the opposite way, Cyberpunk 2077 is a game that has a lot of thematic a d narrative elements I want to make use of, while the visual style is really little overlap with the imagery I want to evoke.

The Concept

The Hyperspace Opera is set in a corner of its own galaxy, completely unrelated to the real world. It’s a pulpy Space Adventure setting with swashbuckling snd gunslinging, a style in which realism doesn’t really apply on the list of priorities. Though as an astronomy nerd who knows a bit or two about chemistry and demographics, my wish is to avoid things that are totally unrealistic when a much more plausible alternative will still make for an equally exciting and interesting setting.

The setting will have a dozen or so space traveling species, and since unlike most classic science-fiction authors I have learned about “demographic transition” back in seventh grade, their populations are each around 10 billion people or so. Which is around the scale at which the human population of Earth will peak out in the middle of the century before stabilizing or possibly even decline. And that is for all the members of the species on both the homeworlds and all their colonies. People aren’t suddenly starting to have more children because they moved to another planet. In total, I think there will  be only 300 or so inhabited planets in the entire known space, most of which have only tiny populations of a few thousand people. And only 30 of these will be part of the local region that gets actually developed for play.

Because of the way stars and planets form, no natural resources are anything remotely qualifying as rare. Anything that you might want from a planet is just as abundantly available on dozens of other planets. With only a few hundred inhabited planets, this makes fighting over patches of dirt pointless. You can always find another source if one you found is already claimed, and it’s much easier and cheaper than tryimg to fight someone for their claim. There is no scarciry of natural resources in the setting. The value comes from the work to extract and refine them.

Hypsrspace travel in the setting is pretty easy and quite cheap. With there being an endless abundance of planets of every imaginable shape, it’s very easy for people who don’t like the way things are run around where they live to just pack up their things and leave for one of the many frontier colonies or start their own. With blackjack and hookers!

In a setting with no scarcity of resources, unlimited space, and easy interstellar travel, there is no source for conflicts over territory. Interstellar wars between governments are extremely unusual and their space fleets are really much more like police services or coast guards than military forces. The dominating source of violence is crime, which can come in many different shapes or forms.

The main areas of conflicts are out in the remote frontier colonies. The home systems of the various species are all quite safe, which means there is little adventure to be found. But out on the frontier, there are no meaningful governments or powerful security forces, and things are very different.

While the lure to settle in a colony on the frontier is very enticing to many people, very few of them are imagining a life of scraping in the dirt to grow their own food with muscle power alone. They still want all the comforts and conveniences of the homeworlds and major colony worlds, but being much too small for the industries to produce advanced technologies themselves, they rely on imported machines and goods. And usually the only things to trade for them are whatever natural resources can be dug out from the ground with the simple machines the colonists brought with them on their first arrival.

This is where the great companies of the industrial barons come into the picture. These companies sell about anything that people could want, both in the home systems and most remote colonies, amd they are always in the market for valuable ores of any kind, especially when they can avoid the trouble of digging them up themselves. But as perfect as this arrangement seems, without powerful governments out in the frontier, it’s all a giant setup for massive exploitation. It is open knowledge that the great oligarchs are organized in far reaching cartels to make sure nobody pays the frontier colonists more than a pittance for their ores and agree to not undercut each other with the outrageous prices they demand for the goods they export to the colonies. Everything is set up exactly to squeeze as much money as possible out of the colonies and leave them just enough to keep them from collapsing completely and lose these sources of cheap ore and well paying steady customers. The companies also pull such tricks as not selling any machine parts with the longer service lives that are available in the home systems, or engineer crops that can grow in poor alien soils but don’t produce seeds on their own requiring the purchase of new seeds every season.

The home systems are big and important enough customers so that the governments can enforce regulations and dictate terms, but the frontier colonies have no other suppliers to turn to, and the companies are more than willing to let a few colonies collapse just to send a message to the others what happens if they refuse to do business at the oligarchs’ terms. Some colonies have found ways to escape the clutches of the companies and unite together to pool their resources for better bargaining positions and form industrial cooperatives that build shared factories for advanced technologies that would not be economically viable for a single colony. Any such attempts to unite and collectivize are a thorn in the companies’ sides and a threat to the oligarchs’ power if they are allowed to succeed. And without strong and powerful governments, there is little that js stopping them from using every single dirty trick there is to sabotage them.

Yes, you got that right. Somehow this attempt to create a space opera setting inspired by 1920s architecture and design turned very quickly into a setting about the evils and struggles of industrialization. I was already pretty far into the process when I noticed this, and I think it’s actually really cool. That’s a great theme for pulpy science fiction that I’ve never seen done before, and which I think can be an amazing source for many kinds of conflicts.

A setting like this could easily be very one-dimensional and preachy by making it all about how awful industrialists are and how collectivization is the answer to all problems of the world. Done a thousand times with no real room for any interesting nuances. But being whatever the opposite of a tankie is, I think there are much more interesting stories to interact with in the divisions of the labor movement and the devastating flaws in anti-capitalist ideologies. While much good has come out of the labor movement, communism has not just been a complete failure, but a horrifying disaster of unprecedented scale. Of course you can always have industrial saboteurs and company security looking to break some knees as wonderfully evil antagonists and villainous burocrats, as they should be. But it’s also easy to imagine corrupt colonial leaders who take oligarch money or preferential terms for their own colony in turn for obstructing their neighbours attempts to unite. And of course idealistic small settlements beyond the reach of any governments are te perfect spawning grounds for countless wouldbe tyrants. And space pirates. Always got to have some space pirates.

But with all of that said, what are players supposed to do in an actual game that is supposed to be played? What I have in mind is a classic staple of this kind of space adventurs. The humble independwnt logistics entrepeneur. The space trucker. And or smuggler. The campaign structure I have in mind is about a small cargo crew making occasional deliveries of small shipments to frontier settlements. Out there they quickly become aware of the exploitation going on and the plight of the colonists, as well as the widespread coruption and violence by press gangs and company security. As owners of a small freighter that are no strangers to the concepts of smuggling, this is an environment in which huge profits could be made. But also one in which the players might find it in themselves to offer support to the struggling colonists. But even the most charitable hearts still need to eat, and keeping the lights running on a freighter isn’t cheap. At the end of the day, the campaign is supposed to be fun and exciting pulpy space adventurs. All these ideas for social and economic struggles are really there to provide an environment that creates opportunity for all these things. I think generally the motivations of the actors in this environment are fairly simple to grasp, but they are different from what you usually get in fiction in general and in RPGs in particular.

To close this up, some additional small details:

Artificial gravity exists, because it always does in Space Opera. But there is no explanation given for this marvel that defies any known principles of physics.

Firearms and ship cannons come in the form of railguns. They are not lasers and work just like normal guns. Except more spacey. They also feel right as big chunky things with a somewhat primitive aesthetic rather than sleek and shiny.

Swords and knives are cool and awesome. Knives are actually extremely deadly in a gunfight at short distances,and fights on ships tend to be extremely close. They are also useful when you have to make sure to not shot anything important, and unlike railgun power cells, they are not picked up by most detectors. It makes sense for lots of people to have blades and to know how to use them.

There are no starfighters. They don’t really make sense when you think about how yoh could fight in space, and once I started thinking about how a setting without them could look like, I think you can actually have something really cool with only full sized ships.

No psychic powers. I might change my mind if I find a really good reason, but currently I just don’t see them needed for the stories and situations I have in mind.

No robots? They are of course an old classic element, but currently I don’t really see how theh would meaningfully contribute to the setting with their existence.

No cybernetics or transhuman nonsense. They are all the rage in recent years, but I think they feel out of place with otherwise 1920s retro-aesthetics.

There is no galactic empire. Because the ways I plan space travel and communication to work, governments rarely control more than a single star system, though there are many small comfederations consisting of a home system and a dozen or so autonomous major colony worlds.

Business oligarchs are the space aristocracy. They don’t usually use noble titles (sorry Star Wars), but they are an aristocratic merchant caste in all ways that matter.

No evil species. As I mentioned earlier on, I really like having aliens as actual people instead of bland stereotypes as a convenience for lazy character writing.

Lots of exotic planetary environments. RPGs are not limited by effects budgets, so we can have all kinds of different suns and moons and other fun things to make planets distinguishable and evokative.

Knights of the Old Republic: Shadows of the Sith Empire

I went with Star Wars, reviving my idea for a Knights of the Old Republic campaign in which Darth Revan was succeeded by a Sith Empress.

So far, all of these planets are from the Expanded Universe with no completely made up additions of my own. This is the most interesting region of the Galaxy in my opinion, where you get the Republic, the Jedi, the Sith Empire, the Hutts, Czerka Corp, the Mandalorians, and Adascorp, and can easily add in the Exchange. It has the homeworlds of the Arkanians, Cathar, Ithorians, Mandalorians, Miraluka, and Wookiees, which are all prominent races in the Old Republic; and also Gand, Trandoshans, and Weequay. Aside from Twi’leks, Duros, and Rodians, what else could one ever want? And those all have hyperspace engines.

The only other equally interesting region of the Galaxy is the one that holds Tatooine, Bothawui, Rodia, Ryloth, Sluis Van, and Sullust (and Geonosis, Kamino, Mustafar, and  Naboo if you’re into that stuff). In a Rebellion campaign I would probably set my game there, but for the Old Republic there’s no space like Sith Space. But why limit yourself to a small part of the galaxy at all, when the movies very clearly make it look like you can jump from one end to the other in maybe an hour? Because if you give the players a map of the entire galaxy, it’s just way too much information. With a hyperdrive, the players can go almost anywhere at any time, and when every planet is an option, they are easily paralyzed by indecision and you have no way to have at least a little note card with the basic information at hand.

(Yes, you could make a map showing only selected planets all across the galaxy, but shush!)

Knights of the Old Republic: The Sith Empire Strikes Back

Knights of the Old Republic

THE SITH EMPIRE STRIKES BACK

Fifty years have passed since the returned Sith Lord Darth Revan has been destroyed for a second time in the Battle of Chandrilla, bringing an end to his seemingly unstoppable invasion of the GALACTIC REPUBLIC. With the death of their master, the surviving Sith forces were driven back to the Outer Rim.

Under the leadership of the mysterious SITH EMPRESS the Empire has been rebuilding its fleets and recovered its strength, slowly conquering many of the small independent systems in the Rim. Many fear the threat of a new great galactic war on the horizon.

Concerned by reports of recent activities in ruins of the Great Sith War, the Jedi Council has dispatched a group of its agents to the burned remains of the Jedi Enclave on the remote planet Dantooine.

  • 5000 BBY (1098 years ago) – Great Hyperspace War: The Sith Empire discovers the Galactic Republic and tries to invade corruscant but is defeated and almost entirely wiped out, but the Dark Lord Naga Sadow escapes with his followers to Yavin 4.
  • 3996 BBY (94 years ago) – Great Sith War: The Dark Jedi Exar Kun and Ulic Qel-Droma declare themselves the new Dark Lords of the Sith and attempt to conquer the Galactic Republic with the help of the Mandalorians.
  • 3976 BBY (74 years ago) – Mandalorian Wars: While the Sith had been defeated, many of the Mandalorians had survived and dispersed throughout the galaxy. Mandalore the Ultimate united them again as the Neo-Crusaders and started another war against the Galactic Republic, causing Revan to gather an army of Jedi against the will of the Jedi council.
  • 3958 BBY (56 years ago) – Jedi Civil War: Revan and Malak declare themselves Dark Lords of the Sith and create a second Sith Empire. Revan is defeated by the Jedi but Malak escapes.
  • 3955 BBY (53 years ago) – The Dark Wars: Darth Malak returns with a new fleet from the Unknown Regions to attack the Galactic Repubic. Revan kills him in the Battle of the Star Forge and then turns on the Republic Fleet, completely destroying it and killing Admiral Dodona and Master Tokare. Shortly after the disappearance of the Republic Fleet in the Unknown Regions a Sith force attacks the Jedi Enclave on Dantooine, wiping out most of the Jedi in the Outer Rim.
  • 3952 BBY (50 years ago): Revan is slain in the Battle of Chandrilla and the remains of his fleet flee to the Outer Rim. The Republic Fleet are in no shape to pursue and both sides decide to focus all their resources on strengthening the defensesof their worlds, for the time being.
  • 3902 BBY: Sith Desciples send by the new Dark Lord start poking around on Dantooine.

I didn’t post much this month so far because I was busy. With work on my Ancient Lands setting being pretty much complete but the launch of a new campaign still being a while off, I once again turned to my other hobbies for fun. Videogames from the early 2000s (being already old enough to prefer stuff from when I was 16-20 to new releases) and Star Wars.

And I always wanted to run a Knights of the Old Republic campaign, but never got around to it. And just having discovered the Apocalypse Engine games and also started replaying the KotOR game, I simply have to do this now! I am actually getting new inspirations for refining the Ancient Lands all the time these days and don’t expect to be able to stay away from it for long. But for the time being, expect a good amount of Star Wars material around here.

I have a dream!

An Apocalypse World hack based on WEG Star Wars d6 1st Edition and running a Knights of the Old Republic campaign.

I’m not really sure why, but Star Wars seems to be really well suited to the way this game is structured and how it is described to be played. In particular, pretty much everything that involves Han Solo seems to perfectly fit the procedure of the player making a move and the GM responding with a move in turn. Han’s encounter with Greedo in the cantina, his attempt to impersonate a stormtrooper in the detention area, and of course the whole scene in the trash compactor. “It could be worse.” *roar* “It’s worse.

Or the whole ordeal with getting the Milennium Falcon to hyperspace in The Empire Strikes Back: Stormtroopers arrive; they start assembling a heavy blaster; hyperdrive doesn’t work; there’s an asteroid field; they send Tie-Bombers to flush them out; there’s mynocks in the cave; it’s not a cave; there’s a bounty hunter hiding in the trash; Darth Vader already arrived just before them. A long, long string of the GM throwing move after move at the hero who keeps failing his rolls.

Thoughts about Star Wars Sandboxes

Recently I’ve been thinking about a sandbox campaign set in the Star Wars galaxy and whether these two things could actually work together in a way that gives them both justice. And I’ve come to believe that yes, it can be done. Though with some limitations, however.

The People

Broadly speaking, there are three main categories of heroes in Star Wars. Rebels, Jedi, and Scoundrels. Of these, I think only scoundrels can actually work as a party for a sandbox campaign. Scoundrels are great because they are inherently proactive. Because they are always looking out first for Number One. They are interested in their own benefit, which more often than not means credits. Smugglers and bounty hunters always have a default goal they can pursue in absence of anything else pressing: Make more money! This puts them into immediate conflict with the law and generally involves messing with pretty violent people. A scoundrel campaign is pretty much writing itself, which is what you want in a sandbox.

Playing rebels is more of a problem, though. The goal of rebels is to take down the Empire through military actions and targeted sabotage. But just going around collecting stormtrooper helmets is not going to do that. There is effectively an endless supply of those. To make a real difference, their attacks have to be part of a bigger strategy and need to be coordinated with lots of other people. Which means that all the big decisions are being made by rebel leaders who have a more or less complete overview of the entire military situation. If the players are getting orders from higher up, it’s not really a sandbox, regardless of how much freedom they are given in the execution of their orders. If they play military leaders than you’re playing a wargame. Doing things you like doing and opening new adventures where you spot them does not work when playing rebels. And neither does it work when playing Imperial officers or troops.

Jedi are more flexible compared to military characters, but they are by their very nature completely reactive. Jedi wait in vigilance until the Sith rear their ugly heads somewhere in the galaxy and then go chasing after them until the status quo has been restored again. This doesn’t really work as a sandbox either. It’s always the Sith or oder Dark Jedi who have the full initiative and drive the plot forward. As long as there are no Sith stirring shit up, Jedi don’t have anything to do that would be proper Jedi adventures. As with rebels, you can give Jedi a great amount of freedom in how they go after their enemies, but they need to be given an enemy to chase after. They can not really start things on their own, which is a pretty big deal in a sandbox campaign.

The Places

The galaxy of Star Wars is big. Really big. There are thousands of inhabited planets that are each a full world in their own right. Trying to map all of this in the traditional way is, and in this case literally literally, impossible. But the way characters are interacting with space and distance in Star Wars is completely different from the way you find in Dungeons & Dragons for example.

For one thing, travel between any two places in Star Wars is effectively instantaneous. Various Star Wars RPGs have various charts for distances and spaceship speeds, but if you go by the movies, hyperspace is almost teleportation. In the scene where Luke first trains with his lightsaber on the Milennium Falcon, Han comes from the cockpit apparently just having put the ship on autopilot after making the jump from Tatooine. And the same scene ends with everyone going back to the cockpit because they arrived at Alderaan. And when Anakin is fighting Obi-Wan on lava world, the Emperor has a premonition that he needs saving and gets his shuttle ready. It’s not clear how long it takes the Emperor to fly all the way from the Core World to the Outer Rim and back, but they didn’t bother giving Anakin any medical attention before they are back at Corruscant. Doesn’t look like the whole thing took more than half an hour at most. In addition, aside from Interdictor Cruisers that know exactly where and when to ambush you, nothing can interrupt a hyperspace jump. There are no random encounters in interstellar space. Even if in your game travel between planets takes several days, it’s empty time in which nothing happens. Local planetary travel is also never really adressed. You can get from any one place on a planet to any other place just as fast as you can get to the other side of the galaxy.

A map for a Star Wars sandbox would look completely different than a map for a Dungeons & Dragons sandbox. When you can go to any place in the galaxy almost instantly, distances and relative positions become irrelevant. Instead of going to specific places, you really are going to visit specific people or buildings. On the whole planet of Dagobah, there is really only a single place. Yoda’s home. You could also consider the Dark Side cave as a second place but that’s really it. Corruscant is massive, but as long as you don’t have the specific adress of a specifc person, nothing on that whole planet is of any relevance to the players who have no reason to visit it. Instead of making a map for a Star Wars sandbox, you really need an adress book. People and specific places like cantinas, stores, hideouts, and bases are what makes up your sandbox.

The Other People

However, places are almost always defined by either something that is hidden inside them, but most often by the people who are staying there. There are very few places in Star Wars that are interesting by themselves in the way that great dungeons are in D&D. The stories in Star Wars are always stories of people, not of places. When you prepare a Star Wars sandbox, preparation shouldn’t start by drawing a couple of dungeons that the players can exmplore. The real heart of the sandbox are the NPCs. The villains and the allies. Of course Star Wars has lots of absolutely fantastic and stunning locations, but their purpose is always as a dramatic background for interactions with other characters.

NPCs really are everything in any Star Wars campaign. They are what will make or break the game. And when you make NPCs for Star Wars, always go full out. Hold nothing back. Make them as outragously awesome as you can possibly get. In particular the villains. The villains are what your players come for when playing a Star Wars game and they want, and only deserve, the most awesome ones. Darth Vader and Boba Fett leave pretty big boots to fill, but you should aim that high. If the NPCs are not really that interesting, then it just won’t reach the awesomeness that is Star Wars.