In the Player¡¯s book I laid out my basic philosophies behind
game design and even a bit about marketing. For Referee¡¯s I can open the
curtain and show you a bit more of how we crafted these rules
Being a Game Master is very difficult, in some ways it is
more difficult than simply writing a story. In a traditional story once you
write it you are finished. Story telling in a Role-Playing game is dynamic.
Just as the military says, ¡°No plan survives contact with the enemy¡± in RPG
gaming ¡°no scenario survives contact with the Players¡±! You can find your
storyline in constant flux as Players throw solutions at you that never entered
your mind or a die bounces in an unexpected direction.
As a Game Designer what are my thoughts here? How are the
rules of Stars of Empire designed to help with these issues? First, we tried to
make these rules comprehensive enough to allow a mechanic to govern almost any
situation. If a Skill Roll doesn¡¯t cover it a Forte Roll probably will. If
worse comes to worse there is almost certainly an Attribute that covers the
situation. Second, we tried to make these rules fairly simple. Almost
everything except ¡°How Much¡± rolls and Inventions are directly handled with
Opposed Rolls. How Much and Inventions are only a single step removed from this
core mechanic. All rolls are always ¡°more is better¡± Even if you don¡¯t have a
specific table in front of you the magnitude of the difference in a situation
will give excellent guidance as to the results. A difference of a couple of
points is a very slim margin of success or failure, a gap of 50 or more tells
everyone at the table that something spectacularly good or bad has just
happened. Remember, tables don¡¯t tell stories, you and your players do. I¡¯m a
story line gamer and write for other story line gamers, hopefully you, as a
Referee, will find the information in this book inspires you to imagine tales
worth telling.
I¡¯ve always felt that rules don¡¯t often ¡°inspire¡± play and
storytelling; world design does. Please think of the ?Hive, Queen and Country Universe as a sandbox,
it is crafted to allow almost any type of VSF campaign a Referee can imagine,
within the limits we have established. We didn¡¯t try to be all things to all
people. We want to be strongly supportive of Hard Science/Hard History VSF. We
include a lot of information directly through all the worlds, cultures, nations
and businesses we describe as well as the copious equipment lists. We also have
provided a large bibliography and filmography for Referees and Players. In many
ways on line sources are too ephemeral, but books and films are increasingly
available in electronic format as well as more traditional media. Good stories,
either factual ones like exploration of the Yucatan during the mid-19th
Century, or fictional ones as told by Wells or Kipling, inflame our
imagination, they show us what human beings can do when confronted with mystery
or adversity. If we have done our job with these products we have built a set
of rules that support and guide play without placing a straight jacket on the
people at the gaming table.?