Some time ago I was really intrigued with oceanic adventure. I tinkered with two games around that time, neither of which really sang but both of which still, I think, have some promise in their premise.
The first was Navigator.
The second was Pelagia.
There might be a third — there’s a way in which Polyp fits in there too.
Navigator was about modern (ish) pirates and criminals making a living on the ocean around Thailand, smuggling and otherwise getting into trouble between exotic and poorly policed coastal cities and villages. It’s obviously a rip-off of Black Lagoon but no one has ripped that off very well yet, so it’s still viable.
Maybe it’s not obvious, but the matrix I built it on is Traveller. Or bits of Traveller. It’s very much, I realized, a Traveller premise — you have a ship, there are places on a map to visit, you use your ship, the law is relatively weak. You do crimes, make ends meet, keep the ship running.
I don’t think I have anything written for it any more — my recollection of it is that I was using paper notes exclusively and so they are gone. But it’s a kernel of an idea and I don’t think the actual game was all the interesting. Just the idea. So that could easily happen again.
It definitely had a life path system because I did find this:
Choose NATURE: HUGE, FAST, SMART, or CONNECTED
- Huge: Unarmed Hold, Armed Heavy Weapon or Melee, Finesse Intimidate
- Fast: Unarmed Karate (or whatever), Armed light weapon, Finesse Evade
- Smart: Unarmed Hide, Armed Thrown weapon, Finesse Hack
- Connected: Unarmed Talk, Armed Found weapon, Finesse Negotiate
Choose PLAN: CAREFUL, LUCKY, BRAZEN, or CALCULATING
- Careful: when unprepared you have a HIDING SPOT
- Lucky: when unprepared you have a WEAPON
- Brazen: when unprepared you have NO WEAPON
- Calculating: when unprepared you have SOMEONE ELSE’S WEAPON
Write a paragraph about yourself that integrates these. Don’t talk history, talk personality.
Choose first career path, COLLEGE, MILITARY, BUSINESS or CRIMINAL. Roll 1d6 on the appropriate chart. Write a bit about that. Write your skill as an aspect but make it clear.
So yeah, pretty much what you’d expect though certainly there are some novel ideas in there. I’m pretty sure it was asymmetric too — player character simulation is not the same as environment simulation. I think it’s also one where the ref never rolls (since that goes hand-in-hand with that kind of asymmetry).
Pelagia I have even fewer notes on. From what I can find it looks like it dates from a period where I was still mostly hacking Fate. It’s also related to Deluge, perhaps a less or at least very differently apocalyptic. You would be people who live in these oceanic cities or villages, mostly underwater, after some event flooded all of the land masses of the world — everything you need you have to find in the ocean.
Since it’s something you bolt onto Fate, it’s mostly about the world and the technology. I never really figured out what you do. Just where you are.
I still think it’s pretty cool. If I ever figure out what characters do here I might restart work on it. If I know what you do, I can find a system for it.
Finally there is the very strange Polyp. In Polyp you are the strange unspecified animal avatars of a god that lives in the middle of a world composed entirely of water. Yeah, not a waterworld in the sense of being covered in water, but in the sense of being only water. This meant I could piss away hundreds of hours researching the states of water at various extraordinary pressures (which is really cool, go do that a little) even though that had little to do with the game. The important part of the game as that your cute little larval gods spent their time (your time at the table) sculpting a civilization out of the permanent ocean.
Now this game had a whole system but I don’t think it was really playable. I’m not sure I can ever find out because the only content I have is in an InDesign file and I cancelled my Adobe subscription ages ago. Maybe it was playable. You know what, since we will never know for sure, let’s just say it was awesome.
What I can recover (and this is not easy since it is also stored in software I am know longer allowed to use, but for different reasons) has this in it:
Yshtra. The water-engine of the world. She is both being and monster, machine and mind. Her name is also the name of this world composed only of water.
The history of Yshtra is one of oscillations, of waves. Over the tens of thousands of years recorded in her memory the world has been many things — civilization, wilderness, heaven, hell, destination and origin. Today it is a wasteland — the last cycle left the world deeply damaged. But you will change that. As the Polyps of Yshtra, you are designed to bring about the next great cycle though it is up to you to decide how. You are empowered with her authority: what you decide will not only be supported by Ysthra, but it will become her doctrine in the next cycle: you will start the world on a course of reconstruction and you will decide what that will be at its peak. You may also find you have sown the seeds for its inevitable decline. This is as it should be.
Of course since I was (and am) always thinking harder about the setting than the system, there is a way to generate the apocalyptic (hmm, that’s happening again too; I wonder why) starting form of the world that you will fix.
The state of life
The current state of life on Yshtra determines what your early conflicts will be about. As you progress through the oracles and tell the story of the world as it is now, codify the degree of fantasy in this reality — are you playing a science fiction game? A fantasy with relatively strict physics? A pure fantasy where physics are subservient to magic? Or will you be causing the physics to take shape as you go? When you know which you want to play, speak it out loud and write it on the map.
1. None. Whatever happened here, even if it was just entropy, it ended all life processes. The chemistry is still possible but there is nothing in the water that swims or eats or metabolizes in any way. Draw your DEATH symbol near Yshtra. Your FIRST CONFLICT could be fixing things so life can start already. Pick a new roller and roll again:
1. It’s dead cold. Solid ice. To kickstart this place again you’re going to need to start from outside the ice.
2. It’s cold. Everything has halted because the world is ice. Some warmth flows in myriad tiny crevices between the bulk of the ice, but not enough for life to sustain itself. Enough to kickstart something, maybe, though.
3. It’s warm. It’s fine. Just that nothing is running.
4. It’s hot. The upper part of the globe is water vapour and the parts that are low enough pressure to be useful are way too hot. Why’s it so hot?
5. It’s so damned hot. The world is vastly larger than it should be because of the heat. Something keeps it so hot that it’s almost entirely water vapour. Again, you might have to go outside the world to solve this one.
2. Some. There is some protozoic life here and so all of the necessary components to sustain life exist. But it can’t yet evolve and it’s not clear what it will become if it does. Draw your SIMPLICITY symbol near Yshtra. Your FIRST CONFLICT can be the jump-starting of life on a correct path. Pick a new roller and roll again:
1. It’s dark. Even the upper layers are too dark for photosynthesis and so the core life forms must do without. They live on some other energy source entirely — some heat source perhaps? An abundance of an active chemical compound? Radioactivity?
2. It’s bright. A sterilizing radiation from the sun penetrates the upper regions of the world forcing life to operate in the low-energy depths. Is something wrong with the sun? Or just the atmosphere?
3. Monoculture. There’s some life here but it’s all the same and lives in a relative equilibrium meaning there is no competition — no trigger to evolve. This world needs some change.
4. Simple. It’s just not complex enough — it’s a chemical dead-end for life. No amount of competition is going to trigger any interesting complexity. It would make a great food source for something that did, though!
5. Climactic chaos. Something external — weather, asteroid storms, solar instability, something — causes vast periodic extinctions before anything can take hold.
It just goes on like that. There is actually a ton of material here and I might reconsider it. Maybe I have enough tools now to make this one work. There’s an example of play that implies we’re working with some Hollowpoint variant here. This might be a branch of an early Soft Horizon game then.
For example, let’s say we’ve just come out of the Preparation session with the following world:
(Rolled 2 and 2): There is some simple life in the sphere of Yshtra, but the upper reaches of the water are savaged by harsh ultraviolet and worse from the sun.
(Rolled 3): The last cycle ended in disaster — a flourishing civilization damaged the atmosphere of the world (something they thought they didn’t need) and ruined the protection it provided. The sun flares at regular intervals and when it last flared, the habitable areas of the world were sterilized.
The group considers the problem and decides they can either fix the sun, fix the air, change the water so that it acts as its own radiation filter, or change the life so that it is impervious. They decide that they will bend their efforts to changing the water. As this is the opening action and there are four players, the referee rolls 8 dice: 6 6 6 1 1 4 4 3
A daunting opposition!
The players have rolled as follows:
Diisha, a Convert prime, rolls her Observe (3). She is whirling throughout the globe attempting to find more information about the water’s mineral contents and see if there is some way to use it to create a chemical cascade that will make a shield. She rolls: 5 3 4
Amal, a Deceive prime, rolls her Edit (4). She is moving through the past to find times when the water was more resilient and she will nudge some reactions to make them persistent. She rolls: 6 5 4 3
Benek, an Edit prim, rolls her Edit (5). She is moving through the past to find asteroids that were near misses that can be diverted into hits to alter the chemistry of the water. She rolls: 5 5 2 2 3
Since Diisha has rolled no sets, Amal asks to borrow her 4 since it will all make a set for her! Diisha agrees and the agree on the narration: in her travels Diisha has discovered a molecule with extra-physical properties that can be polymerized to create a floating shield on the surface of the water. It would require the presence of some magic in the distant past though. Amal now has: 4 4 6 5 3
Benek would also like a die, the 5, and suggests the narration that Diisha has discovered evidence of a huge asteroid storm in the past that grazed the planet. It would be a rich time period to mine for impacts. Benek now has: 5 5 5 2 2 3
Diisha’s remaining dice are irrelevant as she cannot be attacked since Observe was used to increase team resources.
We begin! The Widest, highest set is the Oppositions’s 6 6 6. The referee narrates: The problem is a crushing one. Time is vast and the things you seek may not even exist. She decides to apply her 6 6 6 to Amal. Amal can choose to take her hit on a 4, ruining a set, or be damaged by the attack. She chooses to take the hit and now has an Immediacy of Sticky — she is finding it hard to move in time. The sets are now:
Amal: 5 4 4 3
Benek: 5 5 5 2 2 3
Opposition: 4 4 1 1 3
Benek is next with her trio of 5s. She narrates: But in the depths of time, in that long void between then and now, there is a hope, a shower of asteroids that nearly missed. They contain elements critical to the creation of the Barrier Layer and I change the chances in time so subtly as to cause them to impact instead of miss. She chooses to take out one of the Opposition’s 4s:
Amal: 5 4 4 3
Benek: 2 2 3
Opposition: 1 1 3
Amal has the next move with the pair of 4s. She realizes she is vulnerable here and so starts by burning a trait (Justice — a facet of Yshtra that she now no longer believes in) and adds a die rolling a 6 — no help at all). She narrates: There are now minerals in the deep past with the mystical properties needed to form the shield. I nudge them together, trigger the cascade and it begins but will it hold? She takes a 1 from the opposition to protect herself.
Amal: 6 5 3
Benek: 2 2 3
Finally Benek acts with her pair of 2s. The ancient asteroids mingle with the new reaction and parts of the world are covered for some time. But it isn’t complete and might not be permanent. The job is not yet done. She damages the opposition with a hit from her Edit: it now has an Amenable Past.
It seems this tactic will not work, but neither has it entirely failed. The polyps will need to come up with something new.
This is obviously a game that puts an enormous creative burden on the players.
Lots of apocalyptic water in there.