Future’thulhu – Space travel

February 21st, 2012

Future'thulhu

Excerpt from the “History of Stellar Exploration” by Anatoly Glushko.

FTL Travel, as Einstein predicted, has never truly been achieved. The developments in propulsion have meant that standard spacecraft are able to reach speeds approaching that of light itself. Light speed however has remained a barrier and that has meant that travel between all but the closest star systems was still impossible. The journey to the nearest inhabitable planet was still beyond being practical at around six hundred light years. However travel at above .75 LS meant that exploration of our solar system became much more achievable and realistic. Before long we were mining on Mars, collecting gasses from Venus and so on.
The real breakthrough in space travel came with the discovery of the true nature of dark matter, hinted at as early as the 21st century dark matter was known to make up the vast majority of space itself, yet we did not understand what it was and were perplexed by the apparent lack of something which seemingly composed the vast majority of what we understood as “space”.
A man by the name of Yuri Rutherford discovered that dark matter did not adhere to our perceived laws of physics, it appeared that dark matter existed as strings which could touch on different parts of space effectively joining them together, like attaching a string from one point on the inside of a balloon to another, but in all cases the length of the string in question was zero, this meant that dark matter could join two different parts of the universe rendering the space in between them immaterial. This in itself explained how the apparently significant lack of dark matter could make up the vast majority of space itself. It would still be many years before we were able to produce anything that could make use of Rutherford’s theory, any attempt to make contact with dark mater was effectively deflected as though it were light, it was famously described as something that you could “reach for but never touch”.

It was early in the 30th century that scientists Milton Johnson and Michael Cox proposed a mechanism to manipulate dark matter and were able to demonstrate that it could be moved and shaped. This rapidly led to the development of the Dark Matter Tunnelling (DMT) engine. This worked by shaping the dark matter around the engine allowing it to enter the space inside a bubble of dark matter and then to emerge from another side. In theory such a bubble of dark matter could be touching on ay number of parts of the universe simultaneously, the possibilities were incredible, the theory meant that near instantaneous travel between anywhere in the universe was conceptually possible. There were however limitations; in order to be able to shape the bubble so that you knew where you would emerge it was vital to have an understanding of where that was, otherwise despite the vastness of space the chance of emerging into a planet, star, black hole or other body was significant and so the first trips using DMT were into what was referred to as known space. More significantly in order to have any hope of returning to where you started it was vital to understand the relationship between the two points, their relative positions in space. By the 30th century however the amount of known space was vast and detailed star maps were quickly produced allowing the first successful manned DMT or “wormhole” journeys to be made. In the year 3212 a manned flight to our nearest inhabitable planet Kepplar 22b was made and the explorers Russell, Judd and Sharapovik made contact with the first extraterrestrial life, the huge aquatic Kepplar whales that swim in the planets oceans thriving on microbiological plant material. Humankind was finally not alone. But even since that first contact mankind has still not discovered anything more intelligent than a dolphin on over seventy habitable M Class planets.

Journeys using “wormhole” , “bubble” or the more correctly named DMT drives, are still not instantaneous. To ensure precision over the vast distances involved the further the distance to be travelled the larger the bubble created and therefore the further the distance to be travelled from edge to edge inside the bubble. As a rule of thumb, using a standard commercial DMT engine on a craft capable of sub light speeds of around .75LS, it will take approximately 10 days in order to travel 500 light years, that is an equivalent speed of 2.1 light years per hour (approximately 0.035 light years per minute). Company military vessels are believed to be able to achieve sub light speeds of .95LS and achieve precision within the bubble of almost double that of commercial craft, meaning that they can halve the distance to be travelled within the bubble and then cross that distance .2 times faster – therefore the same 500 light year journey could take as little as 4 days.

More Lovecraftian Horror?

January 4th, 2012

Have you ever thought to yourself; “Do you know what, there just aren’t enough RPG rules for playing games of Lovecraftian Horror?”.  I’ve got to be honest and say no, it has never really crossed my mind.  I know that some people find the BRP mechanics behind Chaosiums’ classic Call of Cthulhu a bit too simplistic, but for those guys there is always Trail of Cthulhu with its Fate based system.  But of late there seems to have been a spate of new interest in the genre.  Two systems in particular have caught our eye here at miskatonic.co.uk

Macabre TalesFirsltly, back in March last year someone out there on the Twittersphere, mentioned Macabre Tales, a new RPG of Lovecraftian Horror from Spectrum Games.  Which according to designer, Cynthia Miller, strips out the “contributions” of later authors and focuses solely on what Lovecraft himself created.  It appealed to my inner roleplayer as it seem to have a rich story led focus, and even goes to far as to abandon dice (!), opting instead to employ the use of dominoes.

The game is really designed for a narrator and one player, which is even more in keeping with many of Lovecrafts tales, his characters didn’t tend to go round in groups like Scooby and the gang, (some exceptions I’ll grant you).  That said there are rules for more than one player – just make sure that they bring their own dominoes (two sets per player).

In writing Macabre Tales Cynthia Miller was concious that there isn’t a lot of real combat in Lovecraft’s tales and so this is reflected in the game.  However, this doesn’t mean that the game doesn’t have its fair share of dramatic action.  There is a great mechanic referred to as Tension Scenes, in which the player can gain and lose Momentum Points that determine how well/badly things are going for them, as the story progresses the Momentum Point goals get higher simulating the building tension and drama. There is also a reward mechanic which allows the narrator to give “genre points” for appropriate actions, these can then be spent to help them in future situations.  There is a great design essay from Cynthia Miller about the thoughts behind Macabre Tales posted on Flames Rising (here).  You can also download a Macabre Tales sneak peek from DriveThruRPG here.

Macabre Tales is something different, by avoiding all of the tales that came after Lovecraft and sticking to his canon for inspiration this is a very focussed game.  The mechanics make it stand apart from others, and in truth I find that I really like them and could see other genres using the domino mechanics nicely.  The game is really nice and I’m sure many of you will really enjoy it if you are willing to give it a go.

Cthulhu DarkThe Second offering was a more recent discovery, again an RPG based on Lovecraftian horror.  When this one came across my desk it caught my eye simply because it was only four pages long, and when I say four pages that’s actually four columns that will print on two sides of one sheet of paper, oh and by the way one of those columns is the title page.  Now if you have been reading my blog/website/ramblings for any period of time you will know that I am a huge fan of the simple RPG, something that you can teach  novice in minutes, that you can pick up and play in an impromptu fashion between beers at a convention….

Cthulhu Dark from Graham Walmsley certainly, for me anyway, fits this bill.  Cthulhu Dark is a rule system, simple and elegant, written with playing Lovecraftian horror games in mind (although you could use it for many/any genre if you wanted).  Now I think this really does fill a good gap in the genre the simple, rules light, beer and pretzel games system.  You can buy it from DriveThruRPG here for $3, although as Graham says you can also download it for free from his website, I’m not going to provide a link directly to the free game because I think he deserves your $3 for the effort he has put in, but if you are determined to find it 30 seconds with Google will do the trick.

Enjoy,

Ia! F’tagn!

Derek.

 

CoC: The Wasted Land – January Release!

January 2nd, 2012

Call of Cthulhu: The Wasted LandWhile we were having some well earned rest and respite during December, Red Wasp Designs boldly announced a release date for “Call of Cthulhu: The Wasted Land”, their strategy RPG based around the works of cult horror writer H.P.Lovecraft. The game is set in the midst of the First World War and pits a team of soldiers and investigators against an insidious cult intent on using the slaughter of the Great War to open the doors to an invasion of eldritch horrors.

First announced in May this year and recently reported on here at miskatonic.co.uk in November, the game is set to launch initially on iPhone and iPod (both SD and HD versions), Red Wasp Design then later plan other platform releases such as iPad, Android with further plans for PC and consoles. The game has us at miskatonic.co.uk highly interested as for once this is a game designed and built by real RPG enthusiasts, what is more it has been developed in close co-operation with Chaosium.

There are now lots of new High Definition images to be found at the Red Wasp site to give you a flavour of the game – try here. As previously noted we are really looking forward to the game and to bringing a full review in due course. I’m still not a big fan of playing games on my phone, so lets hope that the iPad version is not far behind.

Anyway, we wait with bated breath…

Ia! F’tagn!

Derek.

Happy New Year – 2012

January 2nd, 2012

H.P LovecraftHappy New Year to all our visitors. We pretty much took a month of from posting anything at Miskatonic.co.uk through December, but for the New Year we have lots planned.

We intend to continue our Publisher Spotlight series. We hope to finally be posting our “Furure’thulhu” scenario “Landfall” and will be updating some of our more popular material including the popular “Working With Monsters” scenarios, with plans afoot for a third in that series this year. Work is already under way on our first pod-cast, showcasing one of my favourite Clark Ashton Smith tales. All that as well as the usual news, reviews, gossip and general RPG banter.

And of course 2012 is the 75th anniversary of the passing of H.P. Lovecraft, so I’m sure we will do something to commemorate the great man in March.

Keep an eye on us – we are worth watching, and don’t forget, Have a Happy New Year.

Ia! F’tagn!

Derek.

Call of Cthulhu: The Wasted Land

November 24th, 2011

Call of Cthulhu: The Wasted LandI’m normally quite sceptical about computer and/or console games based on Call of Cthulhu, I’m even more sceptical about games on mobile devices.  However I am hopeful that a new development by Red Wasp Designs; ‘Call of Cthulhu: The Wasted Land’ is going to change my mind.  The main reason that I am so hopeful is that this is allegedly a  real turn-based strategy/role-playing game and more importantly it is based on the award winning Call of Cthulhu RPG and Chaosium are actively involved (see here).

The game is set in the midst of World War One, and pits a team of investigators and soldiers against an ancient enemy, older than humanity itself, who is using the carnage of the great war to build an undead army deep beneath the battlefields of Europe. The game is still in development and you can follow progress on their website with a regular(ish) developer diary which as well as being informative about the game gives  a real insight into game development.

The press release for the project is here and you can find actual development screenshots here.

Call of Cthulhu: The Wasted Land is a single player 3D game that will initially come out on iPhone, iPod Touch & Android, with more platforms planned to follow (including, hopefully, the iPad).

Thanks to many of our facebook friends for bringing this game to our attention over recent months, we will certainly watch with anticipation.

Ia! F’tagn!

Derek.