The Alexandrian

The Strange - System Cheat Sheet

(click for PDF)

The Strange is the new RPG from Monte Cook Games. The basic concept of the game looks something like this:

You may be familiar with the Fermi Paradox, the mysterious paradox which exists between the fact that conditions for intelligent life appear to be plentiful while intelligent life itself appears to be extremely rare. What we’ve discovered is that another scientific mystery — the existence and source of dark energy — is not so much a mystery as it is a smoking gun. We now know several key things about dark energy:

  • It forms a vast network which exists as a fractal substrate beneath the surface of reality as we understand it.
  • This network is, in fact, artificial. We don’t actually know why it was built, but we can tell that it’s the result of alien technology we can’t even begin to understand. This network is commonly referred to as the Strange.
  • The dark energy within this network is drawn to sentient life. When large populations of sentient life are present (like, say, a world with 7 billion people living on it) the concentration of dark energy rises precipitously.
  • Large concentrations of dark energy within the network cause the spontaneous creation of alternate realities based on the collective subconscious of the population. These realities are recursive instantiations of the “prime world” and have become referred to as “recursions”.
  • Unfortunately, large concentrations of dark energy also attract the attention of beings we refer to as “planetovores”. We refer to them by that name because the first time we encountered one, it attempted to eat the planet.

Other threats to humanity also exist in the Strange or emanate from recursions. For example, one of the many recursions in the shoals of Earth is the world of Ruk. It turns out, however, that Ruk is not a recursion of Earth: It was actually spawned from an alien world and then cast adrift through the Strange. Many people on Ruk, however, don’t like being stuck in Earth’s “gravitational pull” within the Strange and want to escape. Unfortunately, the only way they know of accomplishing that is to blow up the planet.

I’m still processing all the awesome material that’s been coming out for The Strange since the beginning of August, but I’ve also been running demo scenarios for Monte Cook Games. (I’ve run those scenarios for 20+ people now.) As a result, I’ve prepped one of my system cheat sheets for the game. This actually proved relatively simply, since the mechanics of The Strange are virtually identical to the mechanics in Numenera. (Somewhere on the order of 99.99% identical.) Where the system differentiates itself are the character creation mechanics (which use the same structure, but with a completely different set of content) and the incredibly clever mechanics by which you “translate” from one recursion to another. (The short version is that all characters in the system are summarized by their type, descriptor, and focus. For example, you might be a graceful paradox who solves mysteries. When you translate from one recursion to another, the core of your character — your type and your descriptor — remains the same. But as you are translated into the symbolic reality of the recursion, your focus changes. So the graceful paradox who solves mysteries on Earth becomes a graceful paradox who embraces Qephilim ancestry on Ardeyn and a graceful paradox who metamorphosizes on Ruk. It looks simple, but in actual play this simple mechanic — and the clever character sheet that makes implementing it a breeze — is addictively awesome.)

HOW I USE THE CHEAT SHEET

As with my other system cheat sheets, this one is designed to summarize all the rules of the game — from basic resolution to advanced combat options. I’ll make stapled copies of these sheets available to the players and also keep a copy behind my screen for quick reference: Serving as a comprehensive system reference, the sheets cut down on the amount of time required for rulebook references. The organization of information onto the cheat sheets should, hopefully, be intuitive. The actual sequencing of the pages is mostly arbitrary:

Page 1: For The Strange, the difficulty table is the heart of everything. Once you understand that, the special rolls, GM intrusion, and the concept of advantage/disadvantage 90% of the rest of the system actually becomes irrelevant. This page is likely to become superfluous quickly. You’ll note that I included examples of GM intrusion: This is unusual for my cheat sheets, but so much of the Cypher System is designed to empower strong, flexible rulings by the GM that providing this kind of idea fodder feels right to me and has proven useful during play.

Page 2: The core of the combat mechanics. If you’re teaching new players the game, you really only need to walk them through these first two pages. (I’ve been adding another column or so of additional material at the beginning of each subsequent section, slowly adding more tools to the players’ toolboxes.)

Page 3: The extended combat actions and options. The rules for “Trading Damage for Effect” are technically an optional rule, but I’ve found them too invaluable not to include here. (Compared to the draft version of the sheet, you may also notice that I’ve pulled out the guidelines for simplifying multiple enemies and the boss package you can use to buff NPCs. Very useful stuff for the GM that’s buried deep in the rulebook.)

Page 4: A collection of miscellanea. Optional rules are off on the right, but I haven’t used them yet in my own game. (You’ll also note a couple of house rules tucked down in the corner. These are still being playtested, but I think they’re useful.)

Page 5: Everything that you need to know about cyphers and the Strange. The big thing here are the translation mechanics, which you can use to really emphasize the important difference between translating through the recursions of the Strange and the kind of “teleportation” effect that players might be imagining from shows like Sliders or Stargate SG-1.

Page 6: Hazards & Combat modifiers. ‘Nuff said.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. For The Strange this is pretty straightforward. My screen looks like this:

  • Page 1: Basic Mechanics (nothing behind it)
  • Page 2: Combat (nothing behind it)
  • Page 3: Combat Actions (nothing behind it)
  • Page 4: Miscellaneous Rules, with The Strange printed on the opposite side and Hazards & Combat Modifiers behind it.

PLAY THE STRANGE

My only regret right now is that I’ve got enough gaming projects on my plate right now that I don’t know when I’ll be able to prep anything for The Strange beyond the introductory scenario and the demo scenario I’ve been running. But, like Numenera before it, this game already has my official “I Had a Ton of Fun Running That” seal of approval. So I recommend grabbing a copy ASAP and digging in.

The Strange - Monte Cook Games

FURTHER READING

The Art of GM Intrusions
The Strange: Fictional Linkage
The Strange: Violet Spiral Gambit
The Strange: Eschatology Code – Prep Notes
The Strange: Mastodon – Prep Notes

JDJarvis at Aeons & Augauries has the really interesting idea of randomly determining the source of your PC’s starting wealth. Click through for a full table that gives you everything from petty theft to rich uncles to grave robbing.

I’ve seen a lot of “random background tables”, but what caught my eye about this one is that it leverages a common mechanic and seeds the mechanic with interesting narrative hooks. Any of y’all have interesting answers to the, “Where did you get that money from?” question?

In other news, I’m back from Gencon! I ran 5 games and played in 4:

  • Numenera: Into the Violet Vale (ran 3 sessions)
  • The Strange: Eschatology Code (ran 2 sessions)
  • Cthulhu Masters Tournament (played in 2 rounds)
  • Eclipse Phase: Detente
  • Eclipse Phase: Overrun

This was more intense but considerably less varied than last year, when I played in 6 games (including Call of Cthulhu, Lady Blackbird, Eclipse Phase, Shabal-Hiri Roach, and Numenera). The lack of variety was not so much by design as accident: Reaching the second round of the Cthulhu Masters Tournament knocked out two other games that were originally on my schedule. (Although the decision to run 4 games for Monte Cook Games prevented me from participating in Games on Demand this year, which is a variety killer.)

Dungeons & Dragons - 5th Edition

UPDATE: Many moons ago I wrote a lengthy post discussing the 5E Consultant Witch Hunt, using it to discuss wider issues of outrage culture and the witch hunts it engenders.

At the time I described the accusations as being without evidence. That was true… at that time.

Subsequently, however, a great deal of evidence has emerged that the two people at the center of this controversy — RPGPundit and Zak Smith — are, in fact, giant scumbags. The former has repeatedly associated himself with white supremacists and advocated genocide. The latter has accumulated a lengthy track record of gaslighting, impersonating others, and truly horrific abusive behavior both online and offline.

This evidence also now includes a great deal which directly substantiates what was being said in 2014.

I don’t necessarily regret giving them the benefit of the doubt in 2014 when this evidence was not yet available, but, ultimately, mea culpa.

Many of the things I wrote in that original post remain true. But too many of the specifics have aged incredibly poorly. Thus, I’m pulling that post down.

Go to Part 1

Today I’m making the leap from the literary categories, starting with what is essentially the television category. It’s interesting to me the way in which this category is systematically dominated by a particular geek show: Twenty years ago it was Babylon 5. Ten years ago it was Buffy. The Retro 1939 Hugo nominations are dominated by Mercury Theater broadcasts. And today it’s basically a loud huzzah for all things Doctor Who.

7. Doctor Who: “The Name of the Doctor”, written by Steven Moffatt, directed by Saul Metzstein.

I honestly don’t understand how this absolutely dreadful hour of television got nominated. Beyond the fan service, there’s absolutely nothing to like about this episode. Moffat rips himself off to create the Whisper Men. When faced with the fact that the entire hook of the episode was complete and utter nonsense, Moffat responded by making a Blu-Ray special in an effort to explain it (but actually just ended up contradicting the episode itself). The bulk of the episode serves mainly to remind us that the Great Intelligence was never actually established as a coherent villain during series 7 (and does nothing to grant him coherency now).

The Name of the DoctorThe end of the episode, of course, culminates in yet another “alternate universe created by an assassination attempt on the Doctor that threatens to destroy the universe, but is averted because… deus ex machina”. Which marks the third straight season finale in a row that Moffat used that plot. (Although, to be fair, the season 5 finale’s alternate universe created by an assassination attempt on the Doctor that threatened to destroy the universe did not require a deus ex machina in order to be averted.)

Bonus points to this episode, however, for hinging the deus ex machina on the stakes of Clara being totally dead if she jumps into the scar… and then just saying “fuck it” 30 seconds later and using another deus ex machina in order to save her. Extra bonus points for the deus ex machina used to save her having been established as being impossible, but then simply ignoring that with another deus ex machina. Moffat apparently can’t be satisfied until he’s got deus ex machina in his deus ex machina in his deus ex machina.

(The fact that it took two whole episodes before Moffat retconned this entire episode out of existence — with another deus ex machina, ‘natch — really makes the whole package extra impressive.)

To be fair, I suppose it can be said that “Name of the Doctor” is an admirable representation of just how utterly terrible the seventh series of Doctor Who was.

6. NO AWARD

5. The Five(ish) Doctors Reboot, written & directed by Peter Davison.

The Five(ish) Doctors RebootThis is a remarkable tribute of love for Doctor Who and I was ecstatic to see its release as part of the 50th Anniversary festivities. If you’re a fan of Doctor Who and you haven’t seen it yet, please seek it out with the greatest possible alacrity.

With that being said, this is not a piece which, IMO, transcends its immediate fandom. I’m not even sure it significantly transcends this particular moment in time. So while I’ve watched it multiple times myself and giggled with glee each time, I still think ranking it here is the right place for it.

4. An Adventure in Time and Space, written by Mark Gatiss, directed by Terry McDonough.

An Adventure in Time and SpaceQuite possibly the best thing Mark Gatiss has ever written: An Adventure in Time and Space dramatizes the creation of Doctor Who and focuses a particularly fascinating lens on the life of William Hartness (as portrayed impeccably by David Bradley).

Its only real flaw, IMO, is the moment of gratuitous fan service which mars its finale. I’ve seen several historical dramas lately which have provided “happy” endings for their protagonists by suggesting that they had some sort of non-historical catharsis often featuring some sort of prescience that their legacy would endure. I find it vaguely cheap and rather disrespectful to the actual person.

I would be placing this 1-2 ranks higher if the ending was stronger, but don’t get me wrong: This is a nice little film. And if you’re a fan of Doctor Who then it’s a must-watch title.

3. Game of Thrones: “The Rains of Castamere”, written by David Benioff & D.B. Weiss, directed by David Nutter.

I’m actually not a huge fan of the Game of Thrones TV series.

I don’t hate it or anything (and the books are quite wonderful); I just haven’t gotten into it.

The Red Wedding, however, is such a memetically powerful event that the importance and effectiveness of this episode really can’t be questioned.

It is very award worthy.

2. Orphan Black: “Variations Under Domestication”, written by Will Pascoe, directed by John Fawcett.

Orphan BlackI really wish that Orphan Black was just a little bit more intelligent. The main characters all seem to have been hit over the head a few too many times with the idiot ball. (If you want to protect your daughter at all costs, why the fuck are you needlessly carrying her address with you when you decide to break into the bad guys’ home base? And what the fuck? You just got done saying that your apartment isn’t safe, why the fuck are you sending her there as if it were a safe house? … to cite just a couple of the show’s many, many examples.)

With that being said, Tatiana Maslany’s ability to just completely transform herself into different characters is simply unbelievable. (And it becomes even more unbelievable when she plays one of her characters pretending to be another of her character’s and somehow both characters simultaneously shine through.) And the series as a whole is totally addictive while just being one notch away from achieving true mind-blowing proportions (which is why I so desperately want it to be a little smarter). “Variations Under Domestication” is a particularly clever example of what the show is capable of achieving: Farcical techniques of mistaken identity are escalated in a beautiful spiral of comedy and drama.

1. Doctor Who: “The Day of the Doctor”, written by Steven Moffat, directed by Nick Hurran.

Doctor Who: The Day of the DoctorAs absolutely dreadful as “The Name of the Doctor” and the rest Doctor Who‘s seventh series was, “The Day of the Doctor” was simply magnificent: Clever and compelling and endlessly fun, with healthy doses of fan service expertly deployed in order to improve the story rather than distract from it. It was a completely joyous reminder of the greatness that Moffat is capable of achieving as a writer. (Even if that only leaves you scratching your head when you consider the absolutely dreadful dreck it was surrounded by in “The Name of the Doctor” and “The Time of the Doctor”.)

My only quibble with “The Day of the Doctor” is Moffat’s rather anemic understanding and portrayal of the Time War, but that’s not enough to detract from everything else that makes this my #1 pick for science fiction drama in the last year.

 

 Go to Part 1

Hugo Awards - 2014Moving up the list of literary length, I’m transitioning from the Hugo-nominated novelettes to the Hugo-nominated novellas. Let’s start at the bottom:

6. “The Chaplain’s Legacy” by Brad Torgersen.

This is an astonishingly bad story.

It literally opens with multiple pages of hamfisted “As you know, Bob” exposition. My favorite part of this incredibly lengthy sequence is, “As you know, Bob, you’re the one who brokered the original cease-fire with the horrible aliens.” I was really hoping the response to that would be, “Well, gosh, I’d plumb forgot that, Bobette! Thank goodness you reminded me!” Instead, the actual response is, “As you know, Bobette, I managed to convince the aliens that human religion was such a fascinating mystery that they shouldn’t wipe us out until they understood it.”

And thus we come to the central premise of the story: The aliens are genetically incapable of experiencing “faith” in anything they can’t directly observe or scientifically prove. (There are several problems with that, but let’s ignore them.) During the previous war, a human prisoner of war (our main character) realized that the alien scientists studying them were really interested in the concept of “religion” and managed to negotiate a ceasefire in exchange for teaching them about it. (This is fairly flimsy and is never really locked down with the kind of specificity required to make it seem in any way believable, but let’s ignore that, too.)

Where the story completely falls apart into silliness is when it’s revealed that the aliens refuse to talk to anyone about religion except the main character: Scholars and religious leaders and actual experts are offered, but the aliens refuse to talk to them. Okay, I’ll assume there’s some sort of hand-wavey “this is the way of the aliens” thing going on (although Torgersen never bothers to perform the hand-wave), but it gets even worse when it’s revealed that humanity itself has completely ignored this guy — the linchpin of human survival — for decades. And then it gets completely absurd when we learn that this guy is pretty much completely ignorant about religion and refuses to educate himself about religion in any way.

This final point might, in some way, be defensible if this was a story about this guy’s bullheaded stubbornness and ignorance. But, incredibly, that’s not the story: Instead we’re told repeatedly (and ad nauseum) that this guy will “do anything to finish the job, even if it means disobeying orders.” Apparently “anything” doesn’t include doing the one thing that might let you succeed at your job.

While this incredible sequence of baffling exposition is tumbling out through turgid and repetitive prose (the second scene literally consists of the exact same exposition as the first scene being delivered through a slightly different set of characters exchanging “as you know, Bob” witticisms), the actual plot of the story is slowly unfolding. And it is equally hilarious: The humans have managed to reverse engineer some of the alien technology and have rebuilt some of their infrastructure from the previous war. If they have enough time they might be able to level the playing field, but they know that if fresh hostilities break out that they’re seriously, seriously screwed.

So the humans decide it would be a great idea to start the war themselves by assassinating the alien leader at a peace conference.

You might think that would be the nadir of the story, but no: You still haven’t gotten to the part where the main characters try to outrun spaceships on foot.

Grade: F

5. “Wakulla Springs” by Andy Durance and Ellen Klages.

Wakulla Springs - Andy Duncan and Ellen KlagesThis is a tough one.

“Wakulla Springs” is a beautiful, haunting, multi-generational story rich in atmosphere and character and subtle drama. It is easily the best-written and possibly the most entertaining novella nominated for the Hugo Award this year.

It also isn’t speculative fiction.

So while I highly recommend that everyone reading this take some time out of their day to read it over at Tor.com; to savor all of its rich complexities; to luxuriate in its soft warmth; to swim through its crystal clear prose; to twist painfully in its easy evocation of a primitive and savage age… Ultimately I’m constrained by the same standard I confronted with “If You Were a Dinosaur, My Love” in the short story category: This story fundamentally doesn’t qualify for the award, and therefore I’m forced to rank it here.

Grade: A

4. NO AWARD

3.”Six-Gun Snow White” by Catherynne M. Valente

Six-Gun Snow White - Catherynne ValenteWhile reading “Six-Gun Snow White” I kept waiting for the other shoe to drop and for the story to reveal some incredibly clever (and hidden) dimension which would transform it into a mind-blowing experience. But… the shoe never drops. This is a story which fundamentally asks, “What if Snow White was a Native American girl who… I dunno… had a gun?” And then reveals that the answer is, “She would be a Native American girl who has a gun.”

There’s just something lacking in it.

This simplistic reading of the story, however, does it a fair share of disservice. The reason I was waiting to have my mind blown is because Valente’s storytelling is incredibly complex, her prose is richly compelling, her fantastical imagery is richly evocative, and her exploration of character is heart-wrenching. Valente is also doing some really fascinating deconstruction work on the underlying fairy tale and using it to inject immense depth and breadth into her characters.

In short, it’s a great story and it is told with precision and skill. It just never quite reaches the point of critical mass necessary for the scintillating fission it holds out with a tantalizing and yet ultimately unfulfilled promise.

Grade: B-

2. “Equoid” by Charles Stross

Equoid - Charles StrossCharles Stross writes great and imaginative stuff and he writes it faster than I can keep up with it.

“Equoid” is part of his Laundry series, featuring a mid-level employee of the British intelligence service dedicated to dealing with the hidden realities of the Mythos. Previous entries in the series generally take a fascinating and original spin on the Lovecraftian Mythos and hybridize it with a satire or homage of a popular thriller or spy novelist (Len Deighton in The Atrocity Archive; Ian Fleming with The Jennifer Morgue; and so forth).

“Equoid” follows the same model by unveiling an incredibly clever and utterly creepy Lovecraftian interpretation of unicorns and then crosses that with a satire of… H.P. Lovecraft.

And that combination doesn’t quite work. Partly for the same reason that Woody Allen’s Casino Royale or Paul Verhoeven’s Starship Troopers fall flat (trying to satirize a creator with their own work is problematic at best), but also because it seems somewhat mean-spirited to write a series of bestselling novels on the foundation of Lovecraft’s work and then write a story where you literally call him a hack. When you’re standing on the shoulders of giants you shouldn’t unzip your trousers and start pissing on the giants.

I don’t even really think that Stross intends for the story to come off this way, but I’ve read it twice now and the bad vibe it has really takes the shine off.

With that being said, Stross’ conception of the unicorn is awesome. And the plot races forward in a careless careen of headlong excitement. So I still recommend it.

Grade: B

1. “The Butcher of Khardov” by Dan Wells

The Butcher of Khardov - Dan WellsWhen I first scanned the list of nominees for Best Novella, I’ll admit that the WarMachine tie-in fiction was the last story I expected to top my list. But here it is.

And the reason it’s here is because “The Butcher of Khardov” is just a fantastic piece of fantasy fiction: Wells centers his story around the biography of a strong central character and then presents the tightly plotted arc of the character through a cleverly constructed non-linear narrative that cranks up the dramatic stakes.

It should be noted, perhaps, that I am not personally well acquainted with the WarMachine universe, so the milieu of this story really had to live or die on its own merits. And it thrives. The fantasy elements are interesting, the depth of the setting is leveraged to also create a sense of distance within the character’s own timeline, and the day-to-day life of the inhabitants is vividly transmitted through the page.

Grade: B+

 Hugo Reviews 2014 – Part 4: Best Dramatic Presentation (Short Form)

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