Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Thursday, 16 January 2014

Filling the Galaxy - Phase 2: Assigning Categories

In the midst of this mighty vacuum is the potential for
thousands of unique aliens... but what are they like
as a people?
I am the Warden!!

The response we've received for Mercenary Breed 2.0 and Xenopedia has been outstanding and now the pressure is on us to keep that enthusiasm going and keep you pumped and anxious for the final release (scheduled for Spring 2014).

Personally, I was psyched when this fell into my lap too. I'd played some Savage Worlds in the past and really enjoyed the simplicity and well-rounded application of the system; it felt like D&D without the same feeling of strict limitations for character development. That's not what got my creative juices flowing when virtual hands shook and it was time to get started on Xenopedia. It was the idea of creating aliens from scratch.

I didn't want these aliens to feel like "game aliens." By that, I mean I wanted them to seem like real creatures - bipedal, four-legged, or slimy crawlers - discovered by NASA satellites and researched extensively before converted into Savage Worlds stats. They had to feel alive as a species before they could pop as individuals.

Think of humanity. As a whole, we are an incredibly diverse and ranged species capable of great deeds both pleasant and nefarious. As individuals, we may share genetic dispositions, traits, and habits based on geography and culture, but how would an alien culture view us as a species? Our culture defines our individuality as much as it explains our species as a whole, a crucial aspect I wanted to cover in Xenopedia when it seemed most others did not. Information such as how they ran their society, their tendency towards aggression and/or peace, and their grasp of technology could open so many doors for GMs looking to include them in their Mercenary Breed campaign (or any other SW campaign, seeing as Xenopedia is designed primarily as an open-source alien guide).

The trick was containing an entire species' potential within four pages in a 6x9 format with readable text. Plus there was the regular format set down by the publisher and Savage World standards. There was no extra room for the extra bits I wanted to add on, nor was it acceptable to shorten the details already required by the publisher. I needed a compromise.

Cue the categories.

The beginning of each entry starts with a shorthand description of the species' general scope of government, military, and technology. These three were chosen (with some helpful input from some G+ followers) as the dominant factors in understanding the species as a whole. For example, if an alien's home world is part of one massive empire, the alien is more inclined to share certain traits and habits (such as accents and dress) compared to an alien whose home world is divided into hundreds of different factions. An aggressive species with a full-blown military could mean an individual alien has military training and combat training versus a pacifist species with a focus on education and diplomacy. Finally, their use of technology dictates their frequency and reasons for being in the vacuum of space; a low-tech species may only be encountered on their home planet or been forced into servitude on other planets.

Every species begins with the following categories: Society, Military, and Technology. Each category is divided into four rankings numbered from 0 to 3, with zero indicating no connection whatsoever. For example, the cephlon is a solitary alien rarely encountered by mercenaries in their career and many other planets believe this species is a myth - they are ranked as Society 0 because they have no common government or communities. Compare that to the hokoth and their peacekeeping empire (Society 3) or the territorial jhet (Society 2) and you'll get a glance at the potential. Xenopedia's introduction contains a simplified explanation of each category's rank as a guideline for embellishing the alien's culture, practices, and home world.

Each category works as a cultural Trait, if you will. Much in the same way reading an alien's Strength at d12 tells you it is very strong, noticing a species' Technology category at 2 tells a GM it has a basic grasp of advanced technology, but has not developed its own means of interstellar travel. Just like regular Traits, categories are freely interpretative to whatever you need for your particular sci-fi campaign.

Next: Let's get to some aliens, shall we? In Phase 3 of Filling the Galaxy, I'll show you the early designs for one of the galaxy's fiercest threats - the crafty cephlon.



Monday, 6 January 2014

Filling the Galaxy: Announcing Xenopedia & Mercenary Breed 2e

I am the Warden!!

It's official. I can now talk about my latest project.

Behold the press release from Mystical Throne Entertainment, posted this morning!



FOR IMMEDIATE RELEASE: 
Contact:
Aaron T. Huss
President
Mystical Throne Entertainment
aaron@mysticalthrone-ent.comhttp://mysticalthrone-ent.com
 
Mystical Throne Entertainment Announces Mercenary Breed 2.0 for Savage Worlds 
SHAKOPEE, MN JANUARY 5, 2014 – Mystical Throne Entertainment is pleased to announce the development of the second edition of Mercenary Breed for Savage Worlds. 
Mercenary Breed originally made its debut in 2012 and was received well. This original edition provided a compact toolkit and sandbox setting for space opera adventures and campaigns. Mercenary Breed 2.0 promises to considerably expand on these original principals by growing from its original roots, providing a considerably more complete toolkit and sandbox setting, but embracing all aspects of sci-fi tabletop role-playing including space opera, military sci-fi, sci-fi fantasy, and more! 
Mercenary Breed is the first Mystical Throne Entertainment product to exhibit a new development format consisting of three core setting books: a player’s guide, called the Mercenary’s Handbook, and GM’s guide, called the Galaxy Guide, and a universal bestiary, called the Xenopedia. Additionally, the Xenopedia can be utilized across all Savage Worlds sci-fi settings as it doesn’t require the Mercenary Breed setting for use. This new format means players will only need to purchase the Mercenary’s Handbook and GMs can choose which aspects of Mercenary Breed they wish to utilize in the Galaxy Guide and Xenopedia. Also, those playing in other sci-fi settings can pick-up the Xenopedia without having to get the full Mercenary Breed set. 
Mercenary Breed 2.0 is a considerable expansion to the current edition, which comes in around 32,000 words. The Mercenary’s Handbook alone comes in around 62,000 words! This new series is being co-authored by Aaron T. Huss, the original creator of Mercenary Breed, and line developer, The Warden. The Xenopedia is being illustrated by Andrew DeFelice with each xeno entry having its own character portrait. “It’s kind of likeTraveller for Savage Worlds,” said Aaron. “You get a very flexible sci-fi toolkit and a sandbox setting filled with opportunities!” The Warden adds, “This is an exciting opportunity for both existing fans of Mercenary Breed, but new players and GMs as well. We’re taking the open-ended sandbox options of the original edition and helping GMs by filling in some extra details for them to pick and choose as they see fit. It’s a bit galaxy and there’s plenty of room for interpretation – that’s our goal.”
Mercenary Breed 2.0 is due for release in Spring 2014 and blog previews will be found at the Mystical Throne Entertainment website:
http://mysticalthrone-ent.com/
 
ABOUT MYSTICAL THRONE ENTERTAINMENT 
Mystical Throne Entertainment is the publishing and creative outlet for Aaron T. Huss. He currently holds licenses for Savage Worlds and Colonial Gothic and is a third party publisher for Legend. 
ABOUT THE WARDEN 
The Warden is a regular freelance writer for Mystical Throne Entertainment, president and owner of Broken Ruler Games, and creator of the ENnie Award winning Killshot RPG.