Showing posts with label Esper Genesis. Show all posts
Showing posts with label Esper Genesis. Show all posts

Wednesday, September 11, 2024

Mail Room: Esper Genesis Master Technician's Guide

What in the...?

I pre-ordered this about two years ago and gave up hope a year ago. Then, I forgot about it and felt I would never have the third hardcover for this very "Mass Effect"-inspired 5E sci-fi game.

And to my excitement, it's finally here.

I thought this was the A5E sci-fi book when I opened the box.

I like EG. It is a stand-alone 5E sci-fi game with plenty of space monsters, evil humanoid aliens, and high-tech action to fill an entire space gaming campaign. It feels like a 5E Mass Effect RPG and captures the no-magic sci-fi aesthetic nicely. There are "esper and cyber" powers to fill the mystical power gap, so this isn't a psi-only game like Traveller, where most characters are average humans without special glowing bolts coming out of their hands and eyes.

This is a happy surprise alongside a whole box-load of Traveller books I am engaged with.

I like this game and setting more than Starfinder since it isn't "fantasy in space." This game isn't as "trader and commerce" focused as Traveller, so if you want to earn credits running cargoes, this isn't your game. This is more of a "blast things with star powers in a space dungeon" sort of science-fantasy game.

Oh, and all the art here looks pre-AI, which is incredible. I have to love that pre-AI art. I experimented a few times with AI art but found it hollow and lacking in soul. As a result, I no longer use it here and see huge downsides (and potential ethical issues). The art here is consistent, looks fantastic, and blows my mind.

Damage relies on you making more attacks and your class abilities making the weapons more deadly, which is nice (and mirrors 5E's design). Starfinder's fault is its "leveled gear," where you can find a level 20 laser pistol and one-shot anything in sight. The whole system is too "console RPG" for me and feels like a video game.

Again, I am shocked this was in the mail today.

This game has a future, which makes me happy.

Tuesday, September 12, 2023

That Space Stuff, Part 3

I got my character created, my laser pistol in my holster...now what? Do I have a job at a starport? How much does that pay per day? Are there mission, planet, and star system generators? Can I easily create alien species, robots, starships, security systems, and NPCs? Are there mission creation systems?

Sci-fi is a lot more complicated than fantasy. You can run dry on ideas in an instant. The nature of a dynamic environment in three dimensions, with cultures, cities, space travel, and billions of factors, can overwhelm any game master.

Every tool a game gives you goes a long way.

Frontier Space has a lot more of that low-level sandbox sci-fi information. Where a game like Stars Without Number is incredible for creating planets and fantastic adventures, the nitty-gritty for how you do a 'street level' sci-fi campaign is fully realized in FS.

Where 5E games often fall short is in the limited space and energy they have left to do 'the other stuff.' You will have unique characters and powers, but very few 5E games cover the rest of what you need. This has been a curse on 5E ever since the original 5E DMG was released, and the world took that as, 'Oh, game mastering advice is not important.'

I can find plenty to do for my Frontier Space pilot-engineer. There is a table for wages and pay grades. If I have a million credits, I can buy a scout ship.

My Esper Genesis character awaits a published adventure and boxes of credits to open in space dungeons. The game does an incredible job with classes and powers, but like 5E, what lies beyond that is weaker and depends on published content.

This is the same problem Starfinder had for me. The entire starship economy in that game is lost in space, and taking cargo for profit to buy ship upgrades is hand-waved away. They have this strange space socialist society where starships are given to parties, and the upgrades are free. I still felt there was no sandbox to play in, nothing to the world on a low level, and the game revolved around the adventure path. All the flashy powers in EG or Starfinder are useless without supporting material.

Again, another difference between old-school games and new. OSR games give you the tools to fuel your imagination. 5E and -Finder games are tools to sell published adventures and put your wallet on a content stream.

Give me Frontier Space, Traveller, Stars Without Number, and any other classic or old-school sci-fi game, and I am set for life. I like the Esper Genesis vibe, and it feels like Mass Effect.

But I can get space magic through modding Frontier Space with Barebones Adventures. I can also get trading and exploration games with Traveller or SWN.

Many of these 5E games are fantastic, but many are just flashy collections of classes and powers and not much else. I see many Kickstarter 5E games, too, and most of them follow that same model - lots of cool character options, and behind that façade, the support for living in a world like that feels lacking.

5E is fading fast for me, outside of Level Up Advanced 5E. That game backs up the other pillars of play, and every other game - even 5E sci-fi - feels lacking compared to the entire sandbox and social play support that A5E gives me. A5E spoils me regarding 5E, and the other wannabe 5E games feel like they have pieces missing.

Even stock 5E feels weak compared to the better character-building systems of games like Shadow of the Demon Lord (and the Shadow of the Weird Wizard Kickstarter, which I am in on).

Sunday, September 10, 2023

Esper Genesis vs. Frontier Space: Round 2

I did create my pilot-engineer character in Esper Genesis. I wanted to make sure my comparisons weren't just theory-crafting and go through character creation and that big 'what next' step that happens after.

Both systems created the same character. My hybrid pilot-engineer hero guy who makes his living flying a piece of junk, keeping it running on ingenuity alone, and getting into trouble he has to fly his way out of. In the 5E space game, he had "space magic" that simulated fantastic engineering powers. He had a skill and toolkit in Frontier Space - no magic.

To be fair, in EG it isn't magic but 'super high tech' nano-bot and energy science that lets him do amazing things. In game design terms, it is magic. A way to quickly describe the impossible by today's understanding and comprehension. The world of EG feels higher-tech than a traditional Star Frontiers or even Frontier Space setting. I assumed he had one of those Mass Effect-style arm computers with a holographic display. That thing could use an ancient energy source to do amazing things, like conduct scans, blast laser energy, and direct nanobots to make minor repairs close to him.

It does not surprise me that a 5E game leans into the 'personal power' design style, shipping hundreds of powers, dozens of classes, and even more variance with subclasses. This is how a 5E game works: it ships with hundreds of options that could never be tested on how they work with each other. The game sits broken, sells expansions, and is technically in beta for 10 years. They release a new edition that finally addresses the exploits - and nobody will play it since the broken design was more fun. If you cater to self-focused power gamers, shipping a fixed edition will not appeal to them.

So we could never do 'space magic' in Frontier Space? Not true.

DWD Studios also creates a little-appreciated game called Barebones Fantasy. This has a magic system. All you need to do is add the five magic skills to the game and add one +0 skill pick (that does not have to be a magic skill) to character creation. You add these skills to FS:

  • Cleric
  • Enchanter
  • Leader
  • Scholar
  • Spellcaster

Ignore the scout, thief, and warrior skills in BBF; these are already skills in FS. And set the following skill/level equivalencies in FS for the magic skills, and improve them like FS skills:

  1. -20 to +0
  2. +5
  3. +10
  4. +15
  5. +20
  6. +25 and higher

Ignore the BBF magic skill percentage chance calculations and stay in FS's skill and success chance systems (the action economy will take care of this quick). If our engineer with nano space magic wants to do a scan with his +5 'spellcasting' skill (level 2), it is PER plus 5 as the success chance. Spells are picked off the BBF lists, and the 'divination' spell becomes 'scan' for our space engineer, and it can be used once per hour (as per the divination rules in BBF).

A repair power that uses nano-bots? The heal spell is in BBF, and we could flavor this to only work on machines. Our cleric spellcasting skill would use the same spell for living things and have their Mass Effect-style armband project nano-healing bots to repair wounds.

It is all flavor! Play Cypher System, and you understand this.

BBF has a concept of a primary skill; wizards, if they choose spellcaster as their first skill pick (in FS, the +0 skill), this is a primary skill, and you get 2 spells a level instead of one. You can simulate this in FS by saying if you put a +0 skill in a magic skill, it is a primary.

And characters with that extra +0 skill choice do NOT need to pick a magic skill. You can pick another skill and ignore 'space magic' entirely, which works well since in EG all engineers are assumed to be 'space magic casters' - and in the hybrid BBF-FS hack, you can have engineers who rely on traditional skills without all that 'nano space magic' stuff. Characters who do not choose magic skills get that extra +0 skill and start off more powerful.

And with the BBF-FS hack, you get a few interesting new character types. A scholar with space magic scholar powers? Enchanters who can use powerful nano-powers to enhance objects, or even create robots? Leader skills for space admirals? Clerics for 'nano-powered' space healers?

Just flavor all the BBF magic with 'techno science' explanations, and you have a sci-fi plus space magic hack that feels like EG without all the 5E imbalanced cruft, self-centered design philosophy, and system complexity. FS plus this system feels like a Mass Effect, and characters have 'personal powers' that enhance the game but do not focus too much on personal power. But they feel more unique and capable, which hits that 5E sweet spot.

This also could be used for my 200-years-after game set in the original Star Frontiers universe and gives me a set of kewl-powers to add to the game that signifies a jump in technology and personal power. The Enorea crystal tech on Volturnus was probably used to create all these cool nano-space magic powers, and now everything is techno-slick like Mass Effect. Yet there still is room for those holding onto the old ways and that original traditional skill base and way of doing things. Even without space magic, it is possible to roll up your sleeves and fix a hyperdrive the old-fashioned way.

Part three for this comparison and hack is coming, and it has to do with the part that happens after character creation...

Saturday, September 9, 2023

The 5E Thing

I wanted to use Esper Genesis for a Star Frontiers ' 200 years after' style campaign, but it fell apart. This is a great game, with many compelling character powers and classes, along with one of the best "Mass Effect" vibes - with no magic - that I have ever gotten from a sci-fi game.

But it isn't Star Frontiers.

These days, the excellent Frontier Space is my Star Frontiers. Nothing is close, nor does anything work as well as this. The original Star Frontiers rules work but show their age in many ways. With FS, the action economy is fantastic, the support for many sci-fi standards is right there, and the rules give me easy character creation and options for improving characters that beat the original game. Scores above 100% in FS do not break the game; the game is designed for higher-level play from the start.

But the fascinating thing to look at here is why EG failed for this setting. EG is a Mass Effect-feeling version of 5E, a stand-alone system with fantastic classes and non-magic powers. It should be an excellent choice.

And then I realized that, at times, the secret sauce design of 5E can suck. The entire 5E design theory is to keep granting powers and abilities at every level. 5E is heavily influenced by mobile game design, and constant reinforcement and power grade make you want to play "one more level."

But 5E has a dirty underside with the design. Because the notion of power is centralized within the character, external items and wealth are deemphasized. The game reinforces a very inward-looking design, where "my character is my god" sort of feeling. You gather so many abilities and powers it gets to be like a bad MMO, where you fill up 100 action buttons (and still need more), and how you "play" the game involves rotations of what buttons you press, in what order, and on what timing.

5E is a very "me" focused game. Wealth and magic items are relatively unimportant. The world around you is less important. The story is less important. The NPCs in the world are unimportant. The god you serve is the exponential power curve, and the power is mostly inside you.

With Star Frontiers and Frontier Space, character power is relatively linear. What is important in a sci-fi game like this? Having credits to buy a starship and maintain it. Establishing contacts, finding missions, and building a story. Relationships with NPCs are essential. Story arcs are important. Character power happens naturally, but it is not a driving force.

Your adventure motivation is for the story and not to gain power.

The sources of power in traditional games are often outside the character - wealth, relationships, accomplishments, treasures, and a few other things. Very few character types are built on that 'internal power' design philosophy - wizards, clerics, and a few others - but it is not 100% that all the classes are inwardly focused like that.

In 5E, I stare at those character sheets and wonder, how can I get to another level? The 5E design is based on a very me-centric and selfish design philosophy. It is a superhero game where nothing outside your list of powers matters.

When I want to be a space trucker, visit a star system, figure out what is going on, and how I can flip my cargo for a profit - I am externally focused. No power will do that for me. I need to get my hands dirty and roleplay. I need to make friends and get into trouble or have trouble finding me. My eyes need to be open. I need to ask the right questions. I need to meet people and determine how my next space trucking run will expand my bank account. Someone may need help along the way.

The EG classes and powers did not feel correct for a Frontier campaign.

They felt so inwardly focused and took over my thinking of how my characters interact with the world.

Tuesday, September 5, 2023

5E: Stop it with the Darkvision Please

5E and its darkvision problem are almost a joke now.

I was reading through the race selections of Esper Genesis, and seven of the nine races have darkvision or a variant of it. One of the races that doesn't can get it as an option, though. For some, it does not make any sense.

Stop it. You might also list torches, lanterns, flashlights, night vision gear, and other light sources as "human vision assistance." If I play this game, the races are getting a massive redesign. I see one or two having it out of the nine. They have an aquatic race with tentacle hair, and I expected them to have another enhanced sense, like vibration sense (or even hearing), but no, it is darkvision again.

What is the problem with 5E? Would enhanced senses ruin every module Wizards ever published? Does sensitive hearing or smell cause so many arguments designers banned it from the game?

If a race has darkvision, it will get swapped with another enhanced sense. I am done with darkvision unless it is granted by equipment. Yes, even the cat people. After a thousand years of being in space, they are accustomed to normal light but retain their heightened senses of smell.

And sadly, 5E puts too much emphasis on vision. Senses like the enhanced sense of smell, heightened hearing, vibration sense, enhanced taste, empathy, heat sense, distance vision, and so many other great senses are there to design with - yet this darkness dungeon map line of sight mentality rules 5E designs.

There is no such thing as a dark and spooky starship wreck if every race in the party can see through the darkness. To be fair, it isn't just Esper Genesis; many 5E games have this reflexive, "give them darkvision," thing going on - even the D&D expansion books have darkvision like the plague.

No wonder Shadowdark is taking off; 5E designers just can't get enough of the darkvision, and people are sick of it. If people ask me why I play other games, I can usually say, "darkvision," and they instantly know why. What's worse, some players will pressure people who pick non-darkvision races in a party to change their minds and align the party to the god of dark-vision.

It is like playing Resident Evil but with full-bright environments. Hello, zombies in the back corner of the room! Hello, zombie dog waiting to ambush me outside the window! What is the point of a dungeon anymore? It is just walls now.

Describing a dark spaceship corridor and having characters shine a flashlight down there to check it out is ruined. Are the designers more concerned about how the game plays with other 5E material, ease of play on battlemats, or immersion?

For sci-fi, I am choosing immersion every time.

Off the Shelf: Esper Genesis

 

I like this game despite its chronically out-of-print referee's book, the glossy page presentation, and the feeling of "5E Mass Effect" drawing me in. The fact that the referee's book is only PDF hurts, and I wish I had a hard copy. I may order a B&W spiral-bound copy.

And Ultramodern 5 is a much more complete and expansive game for 5E sci-fi and far more popular. UM5 feels cyber-punk and magic-oriented and reminds me a lot of Shadowrun. It is an excellent 5E system for sci-fi and is well-supported.

Esper Genesis cuts closer to the base 5E rules, making it easier to mod and play with other 5E games, such as Level Up Advanced 5E. So, if I wanted to swap out the rule engine for A5E, that would be easier with EG than UM5.

Esper Genesis has fantastic classes and powers, all tech-based, and they feel very Mass Effect to me. The default setting is exciting and moldable, and you could play everything from a 5E version of Star Frontiers to anything imaginable. I can see this powering a simpler version of Starfinder quickly.

One strange drawback is the weapon tech, which assumes a default projectile-weapon universe. There are guidelines for swapping out damage types to "hack in" a laser pistol, but no laser pistols in the game. I would edit the weapon list to suit my game (and make more guns high velocity to up the damage to unarmored targets). I would add lasers, blasters, and other sci-fi favorites.

Laser pistol: 1d6 radiant damage, 60/300 range, 2 lbs., high velocity, 20 shots, 500 cr. If you wanted the Star Frontiers 'varying power levels' just give it three settings: 1d6, 2d6, and 3d6 damage. Make ammo consumption: 1, 3, and 5 shots to account for diminishing returns. Make a natural 1 an overheating result for the two higher power levels (like a jam), and the weapon needs to cool down for a combat turn (or two for setting 3) before it is used again.

Game design is fun! Play games that let you do this.

There is also that thing in sci-fi RPGs of "too many weapons, who cares, only use one." We played the original Space Opera and had characters who only had a blaster pistol and never used another weapon.

I found it strange the weapons did less damage than the ones in the DMG. Still, they have weapon properties that double damage targets with no natural armor (this term is crucial once you open the monster book), so they try to balance lethality with playability. Less damage is a more intelligent choice, especially with a party of four all blasting away. As usual, the warriors get action surges and extra attacks, so DPS should scale along 5E levels.

I would rather have the weapons doing 1d6 to 1d12 damage instead of the 3d6 sci-fi weapon damage in the old DMG and keep turn damage predictable along 5E levels; otherwise, that party of four is doing 12d6 damage a turn (plus ability modifiers) if they all hit and will vaporize anything in front of them below ten hit dice. Tell yourself, "It is all cinematic damage," and it will be fine.

EG is a game that deserves love, attention, and a second edition. What we have today is impressive and a solid sci-fi game that presents the basics and does not try to do too much. UM5 does everything, and I find that book easy to get lost in. EG does a Mass Effect-style game perfectly, and it has room to mod in plenty of custom ideas.

Thursday, October 6, 2022

Mail Room: Esper Genesis

It is like a 5E version of Mass Effect with monsters, space combat, exploration, and a ton of cool stuff. I got this in the mail today, and I am waiting for my printed copy of the referee's book. The character builds are great. This understands what makes 5E cool, and it expands upon those concepts.

Seriously, why play Spelljammer?

This is cool.

The art rocks.

This is a real sci-fi game with gargantuan monsters the size of a 5-story building.

Nice.

Oh, and it is a stand-alone 5E OGL game. This means, unlike Spelljammer, EG won't be a legacy book in two years, and the rules will be the same. Nice. No repurchasing this, converting, or having parts of it incompatible. Honestly, I have my 5E core books, but if I am playing 5E, I am sticking to the stand-alone OGL games at this point.

And I will stick with them past One D&D's release date too. These will not change and still use the same familiar framework that One D&D will still have - so it is a win-win. Play this or play that.

And somehow, this feels more cohesive and well-put together than Starfinder, to me. There are no "leveled weapons" here, just your standard gun list, and your character levels up and makes them more deadly. They assume a projectile weapon base, but you can mod the guns to have lasers, blasters, needlers, or whatever you want.

There are rules to create your own space races in the referee's guide. Want Star Wars races? Starfinder races? Star Frontiers races? Mass Effect races? Add them in. Fine. Play. Want giant ships? Referee's guide too. They have a monster manual-type book too.

Want to do "elves in space?" Just use monsters and races from other books. It doesn't need "elves in space," however, or any of that streaming service Star Wars, Star Trek, whatever filler, since the Mass Effect vibes are way too cool. When a sci-fi game needs "elves in space," there are plenty of elf-like sci-fi standards that could fill in without going "too much mojo" on your setting.

Cool. This has it all. Want more? I got the perfect "stuff book" for this game.

Another one I got in the mail, Ultramodern 5. This one isn't a standalone game but a collection of tons of sci-fi stuff for 5E. It looks like it works very well with EG, and I would pick and choose from this since you want to be selective, but it feels like a fantastic add-on if you ever wanted more.