Showing posts with label Fading Suns - Campaign. Show all posts
Showing posts with label Fading Suns - Campaign. Show all posts

Tuesday, September 7, 2010

Fading Suns - 133 sessions and finished

Yeah, finally we got to end our Fading Suns campaign after 133 individual gaming sessions. Game ended when they were starting yeat another adventure. Good climax and good place to continue if there will be inspiration again.

Now I am happy and we can move on on next games.

Thank you Fading Suns for yet another fun campaign full of surprises. What a great game you are.

Tuesday, August 31, 2010

[FS] Pregnant in space - could happen to anyone

When Chiasm met Sarwen and was introduced for the crew of old Vorox spaceship called "Dragon", she little knew how her life would change.

Everyone suspected, that Chiasm and outgoing, extrovert, helpful and charming Sarwen would end to be together, but Chiasm only felt Sarwen as a friend. No romantic feelings, but a good friend indeed.

But that mysterious, silent and introvert Ur-Ukar called Arpi (Scar in engl.) was something that catched her eye.

Space can be a lonely place. Even though you have your crew and friends, but lonely in a warm intimate way. Many do find comfort from courtisans in different spaceports or might ever get their one nights warmth after few drinks after bar at the motel. But that is just a moment, and after it loneliness is back.

Rarely crew members have intimidate relationships. They are co-workers, friends. And romance turned bad could ruin the mood in the spaceship. No one knows what happens inside cabins after a shift. But if something happens, it is kept as a secret. A moment of warmth with a person you know and after the comfort feelings pushed away to continue the work.

But sometimes someone catches your heart. You know it is wrong or hard. It wouldn't work. It would be too complicated. But if you cannot stop thinking another?

That's what happened between Chiasm and Arpi. A moment of lust. A moment of comfort and warmth. But that did not end there. Chiasm ended to be pregnant after that one night.

She did struggle long with her feelings to keep or not to keep the child. Half-breed to be. Mother human and father Ur-Ukar. She did ask Feala, the Ur-Obun priestess and healer for her opinion and seeked insight in her words. Priestess was strict that abortion would be murder but when Chiasm started to concider doing it in some clinic as just another anonymous customer, Feala had no option but to give child atleast proper end.

But Chiamsh hesitated. He and the father of child had a conversation. Ups and downs of having a baby. Raising it in as unstable enviroment as spaceship would be. And how would others in crew react. Arpi was against the abortion but was ready to bow in the will of mother.

They decided to talk to the crew, tell what's happened and they got acceptance. Even though they feared repressiveness crew was either supportive or accepting. Or  both. Decision was easy to make.

Chiasm will carry her unborn child to the birth, and crew of Dragon will have new crew member in nine months.

Thursday, May 27, 2010

Fading Suns meets Warhammer 40.000

Yes, time travel is the word of this campaign. First time-jump was 250 years into future. And second time-jump they tried to get back to past into their own time but what you know, evil GM screwed things up and they jumped further into future.

Where? What time?

I have been checking out information about WH40k Dark Heresy rpg and also looked at several WH40k pictures, so from Fading Suns setting year 4996 (actually should be 5010 as Fading Suns was published 1996) they travelled to year 5246 and from that they travelled to year... 40.000!

So, now I am having blast with super huge evil looking spacedestroyingships, power armors, cybernetics, dead planets and faded suns.

Fading Suns, the profecy is fulfilled. Most of the suns are dead. There is dark future... Fading Suns mix Warhammer 40k.

Why do I want to yell: IT'S OVER 9000!

Sunday, May 16, 2010

[Fading Suns] How to get new friends? Destroy their spacestation!

Heroes have discovered, that they are not lost in space, but actually jumped into future when entering the Jumpgate.

When they did the fatal jump, they were in hurry and didn't have enough time to calibrate and ensure the coordinates, and they didn't jump at their own turn but did cut the line. When they did the jump, they were lost. But here is what really happened.

They did get into the right spot where indended originally, just as they did make hasty jump without proper preparation, they did twist time and space and landed in the future. 250 years later. They have all the time been in their own world, but not their own time. They have seen the effect of "fading suns", some of systems are dead now. How did they find out about this timejump?

They got into a spacestation of Imperial Guardianship where they heard that theory. They did verify it by comparing the first time their map and the new map. There was enough similarities to verify the truth of timetravel.

At first Imperial Guardianship's officer Hans Zimmer gave this impression that he would help lost heroes crew to get back into their own world, but soon enough heroes found out, that Hans Zimmer was only interested in timetravel technology and hero crew was living proof that it was possible. Hans Zimmer didn't give them option to leave his spacestation, and wanted to use this knowledge to gain power. God complex you could say.

Character heroes did find out, that Hans Zimmer wasn't interesting into helping them but just gain this knowledge by using them. And they didn't like it, so they decided to escape the spacestation. And blow it just for laughs. Blowing it up was quite easy. Override core. It will blow up itself. Another problem was that they were attached to the station by really powerful electric magnet. Cut the power, they planned to get loose.

Override of the core was quite simple, but cutting the power out of electric magnet wasn't. They plannet to sneak into it by ventile shafts but when core started to overheat, the vents started to get really hot and filled with toxic gasses. They couldn't get the power out from the magnet, and were basically stuck on slowly exploding spacestation.

How to get magnet off without getting it off? Seal the hangar and rip your spaceship off. It will make damage, but atleast you won't be stuck on exploding spacestation. Another problem was, that Arpi and Sarwen propably cannot make it in time back to spaceship, and seems that they cannot get in the normal way. Gar the Vorox pilot is thinking, should they leave but hero (also PC) Chiasm refuses. They all will be saved, or destroyed. Waiting starts and they start to feel explosions with their bodies as exploding stations shakes their spaceship. After long wait and when counter starts to get into critical time they hear, that Arpi and Sarwen are in the ship. Chiasm first questions it, do they just say that so they could save others, but Arpi insists, they are onboard. Gar heats the engines, rips them out of spacestation and Chiasm runs to check out on Arpi and Sarwen, who both seem to be alive. A bit in bad shape, like freezed. As they fly away and spacestation explodes into Chiasm and the rest of the crew start to treat Arpi and Sarwen.

How did Arpi and Sarwen manage to get into the ship? They blew themself into space, hovered on top of their spaceship and got in. They had no spacesuits, so they get pretty cold in space temperature. Both survived without several injuries.

When they decided to get to safe planet they have visited before, they got a message. Message from Hans Zimmer who had survived the exploding spacestation. And he wasn't happy at all. Do I even need to tell you, that he want's to pay his new friends a visit in near future?

Thursday, May 13, 2010

Fading Suns - 50th session

Today we started our 50th session in Fading Suns campaign Lost in space. We played our first session of this campaign in February 25. So this far game has lasted around 3 months.

Sessions haven't been that long, one or two to six hours depending on weekday. But we have played around 4-5 times per week, sometimes less, sometimes more.

Many strange and adventurous things have happened. They have met space pirates, little spy Sha-Tzuu who accompanied them, hunted goatsucking monster, were kidnapped to harem... There has been adventures, talking, drama, partying.

I can't tell how many times we have used dice in this campaign. Many sessions we didn't use rules or dice at all, just told the story. Some sessions we did roll dice just for fun. In this campaign there hasn't been that many fights. Main character maybe has fired her laser gun without emptying a clip yet. But shooting stuff isn't the point here. But the story.

Fading Suns is a science fiction game with rich game world, but I liked to add this another world to invent my own star system with it's unique encounters and planets. I used Valérian and Laurine comics as inspiration for new races and planets and it has been working fine.

Story started when main character encountered Sarwen and got into his crew in a space ship. Sarwen and the ships crew were in hurry to take off from the planet. Main character Chiasm wasn't sure, what was going on, but soldiers were after them. They did hasty jump through jumpgate and got lost. When they checked out where they had gotten themselves into, got into trouble and decided that it's time to get back to home the jumpgate wasn't there anymore. They were totally lost in alien star system and the adventure begun.

At this point the campaign is reaching it's end. Somehow I feel a bit sad. When campaign is fun, it's not easy to end it. Still, the end will be when they finally find their way back home.

50 sessions with great game Fading Suns, with fun story and great adventure.

Thursday, March 11, 2010

Lost in Space

In scifi, even if you can travel between planets, systems and stars, space is huge. Even if you can travel long distances relatively fast, it doesn't take away the fact, that space is infinite. Even if humanity has found and conquered planets before unknown, there is always space never before travelled.

Space is your second home. If you are in the crew of a spaceship, space is normal for you. You don't fear it, you don't necessarily even give a thought how small you are there. You think you have travelled long distances, yet in the universe it doesn't even matter.

You know all the places humanity has discovered. You know those alien races. If you haven't visited all the planets or met all the races, you have heard of them.

But what if you get lost?

You and your shipmates travel through a Jumpgate to another location. Location well known. But when you exit the Jumpgate, what if there is nothing? No spaceships, no planet's visible. What if your radar or Thinkmachine cannot scan or recognise the place. What if your ship's database doesn't know where you are.

And what if the Jumpgate you travelled through remains shut, because you don't have the right code for this before unknown gate.

Your crew has two options. Remain still waiting Jumpgate to randomly open or die. Or start to discover, what this place is. Where you are. And most importantly, how to get back to known worlds.

You will meet planets you didn't even know excisted before. You will encounter races you have never heard of. They all speak unknown language, but with a living worm in your brain you can understand them. You and your crew haw lots of currency, but it is not valiable here. They use money you haven't ever heard of. If something costs 50k you don't know how much it is. Is it in anyone's reach, or duke's yearly income.

You encountered alien. Never seen that kind of creature before, but it seems to be friendly. He leads you to planet, what used to be a civilization but now is just a wasteland. You have a plan, try to find coordinates to the Jumpgate to get out of here back to where you belong. Or even get a map upload for your Thinkmachine to get idea where is your current location.

But there is a problem. Everything has it's cost and you don't have got any of right currency. You can buy nothing. No maps, no codes, no food. And you cannot even leave this planet. Take-off costs.

Fading Suns campaign about being lost in space. Great fun this far, and as it is totally unknown location or even universe, I can add what ever I please. Nothing is strange enough here. Everything can happen. And as you don't have any documents needed here, no passports, no ID, did you really think the great Imperial Guardianship will leave you unnoticed?