Editing
Diaspora
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Game Infobox |name = Diaspora |picture = [[Image:Diaspora_logo.jpg|200px]] |type = [[RPG]] |publisher = VCSA and Lulu.com |authors = Tim Dyke, Byron Kerr, C. W. Marshall, Brad Murray |year = 2008 |system = [[FATE System|FATE 3]] }} [[Category:Roleplaying]] __NOTOC__ [[File:Diaspora_logo.jpg]] == What == '''Diaspora''', formerly known as "Spirit of the Far Future," is a game written by some fans of [[Traveller]] who wanted a hard-sci-fi game with the narrative mechanics of [[Spirit of the Century]]. It uses the [[FATE System]] with some minor tweaks. Two things that set it apart from other narrative rpgs is the mini-games that are used for conflict resolution when the game gets sluggish, and the intention to stay the hell away from science-fantasy. == Campaign and Character Generation == The first session, players with the GM collaboratively create the campaign settings before generating characters. Each player (including the GM) is assigned one or two systems to create. Each system is connected to only a few others. To generate a system, a player rolls [[Fudge dice|4dF]] to get a score from -4 to +4 for three stats: Environment, Resources, and Technology. Then the player give the system three Aspects (which can be tagged for anything while in that system), a unique name, and a bit of story. Then, player characters are created. Each player describes five stages of their player's life: growing up (in one of the systems you designed), starting out (intended career), moment of crisis (something that changed the character, and included the character to your right), sidetracked (your version of the left-player's moment of crisis), and lastly where the character is now. At each stage, give your character two Aspects appropriate to the events, and finally decide what skill ranks the character would have acquired in these adventures. == Minigames == '''Personal Combat''' is the same as in Spirit of the Century. Take swings at people, manuver to put temporary aspects on targets or areas, stunts can give you an edge. Stress and consequences are always physical. '''Social Combat''' is can be used for debates, competing suitors, political rallies, union disputes, and work similar to combat on an abstracted map using different skills, using scandal or wit to put obstaces in place instead of gunfire. Stress and consequences are always composure. '''Ship Combat''' is used in the depths of space. Ships have their own character sheet, with Aspects, Skills, Stunts and even Fate points. Stress tracks are not physical/compsoure/wealth as for humans, but frame/data/heat, for weapons fire, electronic warfare and engine use. A simple combat map that represents position and velocity is used. '''Platoon Combat''' is used for group warfare. Squads have skills and Aspects, and the platoon leader can spend fate points on squads within communication range. Whenever possible, narrating conflict resolution and dynamic tests are recommended, but when things slow down, the GM can whip out counters and whiteboard a map out to get some risky action going. == Setting == Far enough in the future that humans have settled other stars -- the titular "Diaspora" -- and nobody remembers Earth anymore. Faster-than-light travel is possible and instantaneous if you know how (Tech level +2 or above), but only above and below the ecliptic if you travel in far enough away from the system's centre of mass, which takes days if not weeks of travel. Momentum is conserved, you need reaction mass to travel through space, and money makes the worlds go 'round. Nobody knows how to make new connections, or rather, some people do but they're not telling... Systems of the Diaspora have experienced many golden eras and dark ages, always sequentially. There's something about a certain level of technology where a culture becomes incomprehensible to people not at their level. Just beyond Tech Level +4 seems to be a Human Singularity where people outside the culture think they've all gone mad (like destroying neighbouring systems to harvest mass to build a ringworld, or commit suicide en masse to upload their conciousness into a sublithic computer hive), or they've just vanished without explanation (such as when they decided spacewarp their planet to somewhere with a nicer night sky, or just chuck all their technology in a panic and return to an stone-age pastoral life but erased any records explaining why). This Human Singularity / WTF Event Horizon puts an upper-limit on technology that can be found in the cluster. Aside from the FTL travel between systems (a necessity for the genre), nobody breaks physics. The authors state that their love of the Traveller RPG inspired them to write the game. Indeed, the physical effort of moving to a jump point before FTL travel, the "first blood" rule where the first stress taken in combat counts for more, and other features are copied from Traveller. == Is it any good? == Since the campaign is created by all the players together in the first session, it's guaranteed that there will be something in the game world for everyone. Unless you're playing with fuckwads that see narrative games as a chance to finally make a Mary Sue. Plenty of RPG storyfags and "i r serius gamr" types are soaking their panties about this, but maybe that's just because it looks damn good on paper. So far the reviews just have the first session where people build the setting and characters. The playtests read like gold, but it's still too young to see the shitty playtests yet. Maybe some smar/tg/uys will take it for a test drive after Sprit of the Century. The Cluster Generation subgame is ''fantastic'' and is fun purely on its own merits. It's good enough that tweaking it a little to make an Imperium of Mankind sector, for [[Rogue_Trader_(RPG)|Rogue Trader]] or [[Dark Heresy]], is probably better than using a custom-made 40k generation algorithm. == Links == * [http://www.vsca.ca/Diaspora/ Diaspora] the official marketing blah-blah page
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Template used on this page:
Template:Game Infobox
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information