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Roleplaying Tips Weekly E-Zine Issue #147
6 Tips For Creating Aliens For Sci-Fi Games
Contents:
This Week's Tips Summarized
6 Tips For Creating Aliens For Sci-Fi Games
- Appearance
- Communication
- Environment
- Intelligence
- Morals And Attitude
- Technology
Readers' Tips Summarized
- Throw Players Off-Guard With A Collapse
- Creating Exciting Encounters
- Great Game Climaxes
- Great Source Of Names: Saints
- Development Model For Cultures
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Contents
A Brief Word From Johnn
City Places Supplemental #7 Updated
Thanks to all the Tipsters who sent in more items for the
City Places resource. I've just updated the autoresponder
with more entries and two new categories:
- Public Events
- Interesting Encounters
You can snag this document for free by sending a blank
email to: cityplaces@roleplayingtips.com
eBook Feedback Contest Winners
Thanks to everyone who entered the feedback contest. I
received a lot of constructive advice and comments. 141
Tipsters entered the contest, so odds of winning were about
1 in 15. Not bad!
The winners are:
Lance B lance...@cox.net Campaign Suite
Billy M w...@quixnet.net Campaign Suite
Daniel H dan_h...@yahoo.com Campaign Suite
Federico F f...@ciudad.com.ar DM's Familiar
Robert S RSnav..@woh.rr.com DM's Familiar
Shannon W shan....@yahoo.com DM's Familiar
Dwight S lord_b..@hotmail.com RoleplayingMaster
Christian B christian.@sol.dk RoleplayingMaster
Henrique C ahd...@yahoo.com RoleplayingMaster
Stay tuned to the ezine as there are more contests coming
up.
Have a gamey week! Er...you know what I mean.
Johnn Four
johnn@roleplayingtips.com
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Contents
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Contents
6 Tips For Creating Aliens For Sci-Fi Games
A Guest Article By Jonathan Hicks
Aliens. When you think of these you immediately think of two
things - Star Trek-type rubber faces, or movie-type dark
killing machines. But the ecology and personality of aliens
are as diverse as the worlds they herald from. Here are a
few pointers on how to give your aliens a little more depth
than having them look like a man with pointed ears saying
'what is this human emotion called love?'
- Appearance
For ease of use, many aliens have a humanoid form, which is
handy in the great scheme of things. You don't have to worry
how they'll interact with the technology and setting.
But they don't have to be like that. Environment and
location dictate the appearance of a living being, not the
make-up artist.
Take a few examples from our own world. In the deserts of
the equator, creatures have developed a metabolism and
appearance that protect them from the searing sun. In the
depths of the ocean, fish have developed a physique that
helps them glide through the water and breathe its limited
oxygen. Birds have developed their form and abilities to
exist in the most inaccessible places of the world. Even the
human race walks on two legs, which reflects their origins in
the tall grasses of the African plains. The world the alien
heralds from should reflect their physique.
So, for example, let's say that the planet is a desert world
with very few locations where there is water. A single great
ocean surrounds the planet's equator like a belt. The aliens
would have built their civilisation about this water.
Physically, they may be insectoid, with huge carapaces that
bend over their heads to protect them from the searing sun.
They may be long-legged for ease of moving over the dunes,
and have large sack-like growths on their backs to store
water, like a camel. Their eyes have multiple eyelids to
protect from the UV glare, and they have tendrils over their
mouths and nose to protect them from the sand storms.
Alternatively, the aliens could be lizards, piscine,
bird-like, or invertebrates. They could even be huge gas-
filled floating jellyfish!
So, there's the first phase of the creation process.
Environment = physical appearance.
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Contents
- Communication
In many respects, people think that to reflect an alien
language the aliens just speak differently, as different as
English from Japanese, or Russian from Spanish. But this
does not need to be the case.
Many creatures on this earth communicate in different ways.
Insects use both touch and scent, mammals use growls and
calls (like dolphins), birds use a variety of whistles and
hoots. Some creatures even use colour to communicate their
intentions.
So this could translate into the alien world. How about if
the aliens didn't communicate through speech but through a
series of clicks and whistles at different pitches. Or they
communicate through sign language. They could even be
telepathic. This will make them exceptionally different.
This works well on different levels. If the players
encounter them for the first time, talking will be
difficult, and will make for an excellent roleplaying
opportunity.
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Contents
- Environment
As mentioned before, the world the alien heralds from may
dictate their appearance, but how will that affect their
interaction with other species? Perhaps the alien needs to
be segregated from other species and kept in a room where
the atmosphere and pressure suits their biological makeup.
Perhaps they have to wear environment suits to traverse
other places. Perhaps they simply need a face mask so that
they get a quota of gases that can only be found on their
own world.
Aliens that walk, talk, and interact normally in any
environment are just men with strange appearances. Limiting,
or even increasing, their abilities and function due to
their biology adds an extra dimension.
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Contents
- Intelligence
Not all aliens have to be a race of super-beings, far beyond
the capabilities of the human race. They also don't have to
be evil two-dimensional killing machines either.
Intelligence has a large bearing on the function of the
alien. A creature of bestial intelligence cannot be
considered evil, it is simply doing what it must do to
survive or procreate. So, when you land on that planet and a
bunch of razor-sharp ripperlizards come bounding out of the
purple trees, they don't want to kill you because they're
evil, but because it is in their nature to do so.
It's a simple matter of discerning two things: their diet
and their timidity. A vegetarian creature of a timid nature
will not be much of a threat to the PCs, but then a
vegetarian with an aggressive nature might be. The same goes
for meat-eaters.
Intelligence in an alien should not dictate their attitude
and feelings towards outsiders. Higher intelligence does not
necessarily mean infallibility or greater moral standing.
The aliens will have several different levels of
intelligence, ranging from the neanderthal to the super-
brain, but this doesn't reflect their morals.
Take the Roman Empire, for example. They were the most
civilised, artistic, and prolific race of the ancient world.
Their mathematics and architecture outshone their
neighbours' yet they still thought it necessary to watch men
slaughtering each other in an arena. And they found nothing
wrong with it. Because they were greater and (allegedly)
smarter, they thought this allowed them to do such things.
Intelligence will also affect communication with other
species. Lesser intelligent aliens would have little to
share or offer, whereas higher intelligence species may have
plenty to talk about and discuss. Where species connect on
an intellectual level may help determine the outcome of
relations.
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Contents
- Morals And Attitude
Talking of morals, this is something that will make the
alien far different from other species. They may see
violence and death as a natural order and actively seek out
species to kill. They may decide that all other species are
greater than them and worship them as gods, or that other
species are lesser beings and need to be exterminated. As
far as the alien is concerned, their morals and attitudes
regarding themselves, existence, and other species is
completely justified. It is not just the views of individual
aliens you must take into account, but the entire continent
or world.
So, the aliens may revere life, or hate it, or are
indifferent about it. They may have religious overtones or a
completely different theory on evolution to suit their
existence. Although there is always room for a little
variance on the individual aliens, the broader belief system
or attitude must be considered as a basic layout for the
personality.
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Contents
- Technology
What are the aliens capable of with the knowledge and
intelligence that they have? Do they exist in a permanent
middle-age society or have they unlocked the secret to
interstellar travel? When encountering new races, the PCs
will be confronted by not only the sheer difference of an
alien but also what help or hindrance they present. If they
land on a medieval world and are treated as the enemy, then
they won't be under much threat from bows and arrows as they
take off in their starship.
Alternatively, if the aliens have nuclear power then getting
whacked by a missile may cause more than a few problems.
Technology need not be limited to the physical boundaries of
our own world. The technology of the aliens may be quite,
quite different. What if they grew their technology, flew
the spacelanes in huge creatures bred for spaceflight? They
may even want to use the PCs as raw material! If the aliens
have a greater technology to our own, they could be a great
help to the future of mankind or possibly a great threat. If
they have lesser technology than ours then perhaps mankind
could help them grow and increase in ability, or perhaps
not...
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On a personal note, when I began sci-fi roleplaying I
developed something that I called the 'Theory of Mirrored
Evolution' that helped me through my first games. I didn't
have to worry about the ecology of the aliens. I just
assumed that because the Earth was created due to a galactic
chance from the same star stuff that other suns are made of,
then why couldn't the other worlds be similar to our own,
with differences noticeable enough to make them alien? It
was a simple matter then to utilise humanoids with different
features and attitudes. This took the work out of alien
design so that I could concentrate on the game and get used
to the setting. Nowadays, I use the above guidelines and the
games have more depth because of it.
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Readers' Tips Of The Week:
- Throw Players Off-Guard With A Collapse
From: Delphine T. Lynx
There are times in the life of a character where everything
is suddenly different. One possible cause of this is the
fall of their employer. While in certain games employers
come and go (as in Shadowrun), in many other games the
players may become very close to their patriarch/matriarch.
The collapse of their patron king or kingdom will send
ripples throughout their lives, such as formerly condoned
practices possibly being outlawed by the new leadership. As
a twist, the characters, formerly heroes, could even be
sought as outlaws now.
If you intend to use collapse, either as an emotional tool
or simply as a change of pace in the game, here are some
things to keep in mind:
- Your players will probably be in a state of minor shock,
especially if the leadership seemed unshakable. Play this
up. Any threat will now seem more severe and they're likely
to be in a perfect state of mind for a fear based adventure
or two.
- Just as it is potentially useful to play up the power and
threat of whatever caused the collapse of the previous
patron, it's paramount you do not cause the situation to
take on a comical or unbelievable feel. The last thing you
want is your players to lose that feeling of stunned
disbelief because their new king is a three headed goat, or
that it was a goblin with pink fur that defeated the king
through sheer luck. Believability is key.
- Keep in mind that after a collapse, if the previous
leader controlled substantial wealth/land/influence, there
will be a power vacuum with others rushing to fill it. With
this you can either dwell in the feeling of emerging
anarchy, or use the situation as an opportunity to flesh out
whatever power structure is in place in the area and it's
methods for replacing leadership.
- If the collapse phase is simply to set the game in a
different direction, it's less important to produce an
emotional effect than it is to recreate your world in
whatever manner you'd like. In this case, provide quick and
worthwhile routes to wherever you'd like the game to go so
as not to create a period of stagnation. But, why not
achieve the emotional effect first, then use the collapse as
a path to new places?
- Creating Exciting Encounters
From: Kurtulmak
I never use the same encounter twice. While the PCs may have
a battle with kobolds more than once, each time it will be
with different classes, numbers, or templates applied (this
also helps prevent the players from figuring out the
statistics of a monster and using that against the
monsters).
Also, if I have a number of encounters with pixies, then in
one they might pose a riddle while in another they might
seek the players' help rescuing their friend, the unicorn.
It is important to have a few encounters with the same or
similar races or types of monsters, but not creatures with
the exact same statistics or purpose.
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Contents
- Great Game Climaxes
From: Martin S.
Hi Johnn!
I've just read Roleplaying Tips Issue 146 and I've got
another relatively simple tip concerning how to keep players
on the edge of their seats during adventure climaxes:
Make them hurry up.
For example, the aforementioned fight against the High
Priest of Orcus might not be a big thing in and of itself --
but it will definitely cost your players a lot of nerves if
one of the Lower Priests of Orcus already activated the
Time-Delayed Dungeon Self-Destruct Mechanism[TM] shortly
before passing away and revealing the way to the High
Priest's chamber and said High Priest finishes a ritual that
will summon an Utter Kick-Ass Demon From Hell just as the
PCs enter his room.
Add a few long drawn-out descriptions and the traditional
Villain's Explanatory Speech while the players already know
that time is not on their side and voila -- they'll almost
burst with tension.
(Short but important bit of advice though: Don't overdo it
with the drawn-out descriptions. There is a certain point
where the time-is-tight tension they create will fade away
and boredom will take its place. Instead, insert a few
'updates' on the status of their problems every now and
then, such as cracks appearing in the ceiling or a nebulous
figure slowly taking form.)
I think it's already been mentioned in a past Tips issue,
but setting is also of enormous importance. Take for example
your average pulp fist-fight between hero and villain. It's
nothing special and won't make for a good climax -- unless
it takes place on top of a moving train, at the rim of a
lava pit, on a highwire, or what-have-you. Just think of
ways to make the location of your final battle especially
memorable, dangerous, or extraordinary -- it might be the
bit of spice your climax needs.
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Contents
- Great Source Of Names: Saints
From: Dennis K.
A great source for quasi-exotic, ancient-sounding names is
to use the names of Catholic saints. There are some
excellent names in the lists. Here is the URL:
http://www.catholic-forum.com/saints/patron02.htm
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Contents
- Development Model For Cultures
From: Dwayne T.
This tip actually comes from an article of Sketch Magazine,
which is a magazine for Comic Book artists, writers, etc.
The article was entitled Moving Beyond "Good Guys" and "Bad
Guys" and it looked into how a culture developed its beliefs
regarding connections to other cultures.
It placed cultural differences in a triangle of development.
On the three corners of the triangle are labeled paleo-
particularism, universalism, and neo-particularism. Cultures
start at the paleo-particularism corner, and then gradually
(maybe hopefully) advance to Universalism, and so on.
As I understand it, Paleo-particularists look at a world
where anything goes. They see a world without rules. Think
of a culture that looks wide-eyed at the world, believing
that there is no specific rhyme or reason to anything. On an
individual level, a bully could be classified as a paleo-
particularist. A bully thinks that he or she has the right
to pick on you and make your life miserable at any time or
place they want, but you're gonna be in big trouble if you
try to take that attitude back to them. You see? They do not
perceive a given set of rules, so they can arbitrarily act
as they wish and expect not to be acted the same way to.
On a cultural level, there are no scientific rules, but
rather a partially-connected set of changeable beliefs as to
how the world works. An example given was that to some
cultures, sometimes animals can talk and sometimes they
can't. You see? Almost chaotic and random.
Eventually, the culture or individual may evolve toward a
universalistic view of the world. This is one in which a
rigid set of rules in science, religion, or whatever is
found and rigidly adhered to. The culture that justifies the
genocide of another because the other is sub-human would be
a good example of a universalistic culture. Another example
would be a culture that forces its own ideals and agenda
onto other cultures.
A more advanced culture would see things from a neo-
particularist fashion. A neo-particularist sees the world
with a perception that melds the two previous ideals. There
ARE some universal rules regarding science, etc., but it is
obvious that the world around us seems to resist simple
categorization. An individual of this type would be what
some people might call an "open minded" person, one who sees
that there are some rules but that new discoveries could be
made all the time, and one has to be willing to challenge
their perceptions because you never know, the rules you have
taken so firmly to just might change.
So, the next time you're about to create some villain who is
just a bad guy, think it over first. Try and put him into
one of these three categories. Or add some flare by making a
seemingly very benign NPC follow a strict universalist point
of view. He might selflessly give to the poor in his
country, but look with disdain on a halfling country because
he regards them as subhuman.
And, the next time you start developing cultures, think
about this little triangle idea and hopefully you can add
that much more depth to your next (or current) campaign
world.
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Contents
- Cheaper Alternative To Laptops For Mobile Gamers
From: Laurence
Johnn,
Just wanted to let other gamers know about a cool gizmo I
found. It's called an AlphaSmart, and it looks like a
little portable keyboard with a four-line LCD screen at the
top. You can type text into it (adventures, world history,
whatever) and download to your computer or straight to a
printer.
Its biggest limitation is that it's text-only, no graphics.
But it runs for 700 hours (yes, seven *hundred*) on ordinary
AA batteries. It turns on or off in two seconds flat (no
"shut down" procedure) and it starts up exactly where you
left off. I could go on and on about how cool it is, but
the biggest bonus for me is that it changed the way I write.
I used to jot down notes on scrap paper then gather them
together when I had time to sit down and type them into the
computer. But the AlphaSmart is so light and portable, you
can take it anywhere. Turn it on, type in an idea and turn
it off, all in a few seconds.
I know I must sound like an infomercial host, but I don't
work for AlphaSmart. I just love the product. It's simple,
easy, lightweight, durable, the list goes on and on. I paid
US$199 for a new one (with a 2 year warranty and unlimited
technical support, not that I've needed them).
If you get a chance, go to http://www.alphasmart.com to
check it out. By the way, they have a "try before you buy"
program. No strings attached. If you don't like it, send it
back.
They oughtta pay me a commission or something.
Thanks, Johnn, and by the way, the newsletter is great. It
makes Monday mornings worthwhile.
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