Diaspora: Hard Science-Fiction Role-Playing With Fate by C. W. Marshall, Tim Dyke, Byron Kerr, Brad Murray

By C. W. Marshall, Tim Dyke, Byron Kerr, Brad Murray

What is Diaspora?

Diaspora is a self-contained role-playing online game, with principles for starship battles, person wrestle, social interplay, and platoon-scale engagement, in an unique technology fiction environment that you just aid design.

Setting

Humans were in house tens of hundreds of thousands of years, and societies have risen and fallen such a lot of instances that nobody recalls the place we come from.

Colonies are grouped in clusters of some structures attached via slipstreams – artifacts of the cosmos or even a forgotten know-how. merely the slipstreams enable go back and forth swifter than gentle. except that, spacecraft make do with response drives, dumping warmth as top they can.

Mechanics

Diaspora makes use of the destiny model three engine from Spirit of the Century. It involves immense simplification and amendment of the SotC middle (reducing the Stunts approach, for instance, to 4 pages) and the addition of a number of mini-games that may be run as autonomous wargames exterior to the RPG itself. Of specific curiosity are the platoon-scale wargame which gives a whole miniatures sf/armour video game utilizing story-driving parts instead of simulation, and the 1st consultation environment new release principles, which contain the avid gamers in addition to the GM in making a cluster of megastar systems.

Awards

Diaspora Homepage
2010 ENnies - top principles - Winner

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Awards
Indie RPG - 2004 - online game of the Year
"Dogs" is an visible selection - it manages to be an most unlikely factor. It's a hugely avant-garde role-playing procedure approximately Mormon missionaries within the previous West and it appeals to nearly everybody who supplies it a try out. That's strange, and but thoroughly deserving. "
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Extra resources for Diaspora: Hard Science-Fiction Role-Playing With Fate

Sample text

Patience. This planet doesn’t have a breathable air, at least by humans. It’s mostly hydrogen sulfide. A native micro-organism lives in the water, however, and so the colonists have established massive granular sludge beds that create methane gas from organic effluent. The methane is used to produce electricity in abundance with plenty to spare for breaking water down into something breathable. A perfect cycle. There is danger in the seas, however, as the CO2-saturated water forms a dangerous layer over pressurized solutions of water and gas—a lot like a bottle of soda.

So don’t necessarily shy away from: I intend to… My most immediate concern is… …must die. advice on selecting aspects The selection of a character’s Aspects is an essential part of character generation. Aspects are the catalysts for the economies of fate points. They need to be worded in a way that you can invoke them on yourself (for when a bonus to a roll is needed), but—more importantly—they need to invite compels from the referee. Otherwise you lose your fate points too quickly and there is no obvious source for replenishment.

Sell them? Or just let you book passage? The most resource-rich system in the cluster is Old Glory—how does it get taken advantage of? Might as well live in space We export pilots Every man by his own labour Gaetan T0 E2 R0 Thinks life started here Moving to the moon Hide our scars Heinlein’s Folly Best guns in the cluster Honour and territory All that static (stellar wind) Cobblestone T2 E-2 R0 T0 E-3 R0 Destiny’s Moorng Bonaparte T-1 E1 R0 T-2 E-1 R1 No planets left Every man for himself Something big happened here Be careful what you think You will never leave Everlasting youth Old Glory T-2 E2 R2 Too comfortable for progress The king likes roses Lush cultivated jungles There are other ways to represent the links between systems within a cluster: the line is handy for the generation process, and looks cool, but it may be desirable for some to maintain the links but represent them in another way graphically.

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