PREVIEW EDITION:Alone A far-future space setting for ...
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A far-future space setting for Joshua A.C. Newman’sPAX EAST 2010 PREVIEW EDITION:Alone
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PAX East 2010 Preview: Alone
This is a special preview edition of Human Contact, made specially for attendees of
PAX East 2010 on the weekend of March 26-28 in Boston, Mass.
Human Contact is a larger project, but you’re holding in
your hands a small, playable piece of that larger whole. The
Academy can encounter all sorts of cultures, dealing with
them in all sorts of ways, but this preview edition concentrates
on the Academic interpretation of covert operations.
So, what you hold here is a tiny scrap of the setting material,
along with several custom rules. These are different from the
rules in the earlier Dreamation Preview Edition that addressed
rules for interpersonal manipulation, but those rules can be
found summarized at glyphpress.com if you need them.
This game started as a response to Star Trek, but wound up
heavily inspired by Ian M. Banks’ books Use of Weapons and Player
of Games; Vernor Vinge’s Deepness in the Sky, Ursula LeGuin’s Left
Hand of Darkness (and other Ekumen stories), and Isaac Asimov’s
Foundation trilogy. If you like this game, you’ll love those books.
And I hope, vice-versa.
Shock:Human Contact
Special Alone edition
©March 2010 Joshua A.C.
Newman of the glyphpress
Polaris cover photo ©2007
Chris Harvey at
flitemedia.com, where he
has lots of other beautiful
pictures of the sky.
Thanks to Vincent Baker
and Soren Roberts, who
have been a fantastic
sounding boards and have
helped a ton with rule
design, Academic policy,
and starship design.
For questions, more rules
and details about the
Academy, suggestions,
and other support, come to
glyphpress.com
Joshua A.C. Newman
March, 2010
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The Academy
F or over 800 years, the Academy has been the shining
light of Earth. Its founders pulled civilization from its
last fall, a catastrophic war of tribal and religious conflict,
where diseases and machines were the weapons and most
often the only victors.
The Academy is the beacon of the hominin mind. It has
replaced scarcity of resources with abundance of thought. It is
centered around a powerful, rationalist philosophy to focus the
faculties of the mind to explore, to understand, and to use new
understanding to improve the lives of all those within its reach.
It is a meritocratic democracy, with the career-long, network-
moderated reputation of its members giving weight to their
opinions. Without money, reputation is the sole resource, leaving
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Academics free (and encouraged) to pursue the avenue of
exploration and creation to which they are drawn.
Academics — the hominin native to Earth — are the most basic
of the many forms of human in the galaxy. Adults stand between
2 and 2.2 meters tall with skin that ranges from a light brown to
charcoal black and occasional midnight blue, depending on the
requirements of their environment. Their toes are prehensile,
one of a thousand subtle genetic modifications made many
generations ago to enhance the spaceworthiness of the species.
Since almost all Academics spend a good portion of their lives
in space, they tend to not wear loose hair and jewelry. Their
propensity for decoration is typical of all hominins, though.
They tightly braid their hair and dye their skin with moving abstract
patterns. Some pierce or otherwise modify their flesh, but they
are not an ostentatious people and frown on aesthetic excess.
When in formal settings, such as aboard a starship, Academics
wear black and brown uniform skinsuits that double as space
suits.
The ColoniesEarth’s past contains many accounts — some recorded in
deliberately, some only discovered archaeologically — of
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exoduses to the stars precipitated by sociopolitical shifts in the
life of Earth.
For the last three centuries, the Academy has been recording
the bubblings of civilization on distant stars — its scientists
have observed colonies’ reinvention of radio and occasional
encrypted cacophony of information networks. Sometimes the
signal offers no clue to its nature.
The time has come to say hello.
Academy Interstellar TravelAcademic starships are self-organized institutions, usually run
by a chair and board. Every staff member has applied and been
selected to crew the ship and is expected to publish scientific
research — mostly anthropological — as well as perform their
other technical functions on the expedition.
It’s an expedition across vastness beyond any comprehension of
the hominin mind. But for all of recorded time, there has been
suspicion that we’ve been trying to go the long way.
cometary “smart ice” reaction mass 1km diameter at launch
500,000,000,000 kg
vector spike
thrust nozzle and engine module
sensor array radius 2km
radiator array
habitat ring/cable spool .5km diameter
~1rpm .
M e s s e n g e r ship
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Taking a short route requires going around space, rather
than through it. In the last decade, that hyperspace has been
preliminarily mapped and routes plotted.
Wormholes — black holes pointed at each other through
hyperspace — are the shortcut that hominins have sought for
all time. And the Academy has learned how to direct them.
Above and below the ecliptic of nearly every star, just over 60%
the distance to its Oort cloud of comets, lies a particular knot
in spacetime. That knot can be carefully manipulated until it
connects with another such knot, and a small object, such as a
starship, pushed through.
That careful manipulation requires an enormous expenditure
of delicately manipulated mass and energy. A wormhole can be
held open only for the tiniest fraction of a second.
There is, as yet, no way to pull a ship through. The trip is one-
way until the explorers’ wormhole mechanism is constructed
at the other end by an autonomous system, released upon exit.
When the first part of the trip has been completed, the crew,
now traveling at a fifth the speed of light, must choose between
beginning the 2-year braking process to put it in orbit around a
planet, installing a space elevator to facilitate communication
and travel, or continuing on, inserting three agents onto the
Elected envoys Zanele, Xolani, and Simosihle do an inspection of their newly-assembled Messenger craft Senghathibo, just ten days before ignition and their two-month deceleration toward the colony.
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planet’s surface and braking only when past the planet, in order
to obscure their entry into the solar system.
In this case, something is wrong — the crew has predicted
three major catastrophes that the starhip’s arrival could
bring — and the crew is opting for the more subtle, longer,
and more difficult covert method. Three envoys are to be
dropped to the surface in a Messenger craft. It order, their
mandate is to
1: ensure the safety of the starship2: prevent irreparable social environmental, or economic
damage to the colony3: find openings in the society for study and eventual full
contact.
They will have to move quickly — in just seven years, the
starship will return.
Academic technologiesNetworkingAll Academics are implanted with a bioelectrically powered
radio connection to their Net. They are in constant contact
with all other Academics, able to share visual and auditory
information as well as text limited only by distance and the
speed of light. Other sensory information can be logged, though
How long does it take?It takes about 2 years to get to the wormhole above the north or south pole of Earth’s star, and about the same to arrive.
Normally, a starship will brake for the second two years. But this time, something is wrong. The crew has decided to insert three individuals on a Messenger ship. They’ll depart after six months on the small ship, which will decelerate at a constant 1G for two months before it orbits and lands where the envoys deem appropriate. That means that, for those three individuals, the trip will be less than three years total.
The rest of the starship, though, won’t be back for another seven, while it brakes into the Oort cloud of the local system, consumes a small comet, and returns. It will take the spacecraft just over two years to reach the Oort cloud at a full stop, then another five to return.
These times are, of course, approximate and based on assumptions about the geometry of the system that may not prove true.
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it is considered very intimate to share such data. Establishing a
satellite network is one of the first thing an Academic expedition
does.
Embedded information processingMost objects used by Academics are “smart” to some degree.
Tools configure themselves according the requirements of the
user, taking simple voice commands. Clothes tailor themselves,
vehicles drive themselves (or assist the passengers in driving).
Computation is cheap, effective, and ubiquitous. Most Academics
wouldn’t know how to get along without such materials.
MaterialsThe Academy’s material engineering approaches the ideal of
known physical limits. Flying machines are so finely constructed
as to be nearly invisible. Exoskeletons that multiply the strength
of the wearer many times are no heavier than normal clothes.
Many materials change color and opacity at command. Common
clothing works as a short-term space suit, with an invisibly
fine hood pulled over the head to facilitate breathing. Slightly
heavier and more specialized clothing items operate as long-
term space suits, armor, or deep diving gear.
Lindiwe, an Academic anthropologist
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Starships drop a cable centimeters in diameter, but tens of
thousands of kilometers long, onto planet surfaces in order to
facilitate transport to and from the surface and draw power
from the planet’s magnetic field.
Smartglue is kept in small balls that will stick together, hold
whatever form they’re molded into, and release, contract, or
change shape on command. Composed of billions of tiny fibers,
smartglue becomes a fine but fantastically strong web when
stretched to its limits. It is classified as “dangerous” in the
Academy, and will ask for confirmation if given a command that
will hurt a person to whom it is attached.
In addition to smartglue, the Academic toolkit usually includes
several pieces of smartpaper. Weighing only a couple of grams
and only a few cubic centimeters to a side, it will hold any shape
it’s folded into, can be stretched into a meter square, can change
texture from silk smoothness to sandpaper to fluffy insulation,
and has the same information processing and networking
capabilities as most other Academic objects.
Language translationOne criterion for choosing members of the envoy team is their
linguistic training. They’ll be furiously studying the language if
the colony broadcasts radio or other EM, but even months of Aklajaq, a respected potter-engineer of the
Tsenaaq
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intensive study is no comparison to live learning in the immersive
atmosphere of the colony. The envoys’ understanding will start
with hand gestures and body language, but over the next year
or so, they’ll learn all the subtleties of the language, always
adding their understanding to their three-person Net, to share
with the starship when it arrives.
Natural language translation cannot be fully automated, but the
translation system is an extremely effective method of teaching
a language on the fly. Any newcomer armed with only the
translation system and no actual experience with the language
will make embarrassing errors and incorrect assumptions.
Body modificationAcademics can encourage their bodies to grow in subtly different
ways through means both mechanical and genetic. Changes to
bone structure take weeks with proper facilities, and months
without. Changes to skin tone are trivial, and changes to muscle
mass are a matter of the proper hormones, exercise, and time.
These differences are subtle, though: reducing height by a few
centimeters is a matter of the realignment of every organ, and
radical changes in proportion are just not possible. As a result,
it’s very unlikely that Academics will bear close scrutiny if
they’re traveling in disguise, though if the world’s population
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is sufficiently varied, they can probably make themselves look
merely “foreign”.
WeaponsWhen pressed, Academics will use weapons to bring an end to a
conflict gone wrong. Because violence is considered evidence
of failure, the Academy considers precise forensic record
keeping absolutely necessary in order to find out what went
wrong. Tools that are designed to be weapons track and record
tremendous amounts of information about any violent act (if not
temporarily silenced). If queried, the weapon or projectile will
report the hormone levels of the attacker and attacked, as well
a 3D model of the situation from the point of view of the weapon.
The two weapons most used by Academics are the aforementioned
Smartglue (sometimes launched with a compressed gas charge
or just thrown), and the Needle.
Needles vary greatly in form, but tend to be easily concealable,
straight rods. They shoot tiny flechettes that guide themselves in
flight to find the target at which they were aimed, pierce them,
and either drug the target or expand rapidly, exploding flesh. If
they are unable to reach their target, they expand prematurely,
turning into a ball of fluff.
A Needle weapon
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Arriving Where One Might Not Be WelcomeUpon emerging from the wormhole, the starship staff
immediately begins a furious survey of the solar system, still
eight light-months away. From this distance, and with very
little information, however, they must make a weighty decision:
whether to begin decelerating toward the planet, in which case
the population of the planet will see the starship as an ever-
brightening star over one pole of the planet until it arrives two
years later; or whether to be more subtle on the matter.
This decision is based on the answer to three questions
developed by the Academy for these situations:
4: Is the society a global society? That is, are they able to trade, communicate, and make war around their world?
5: Are they practically unable to detect the incoming starship? Do they lack the technology? Are they culturally disinclined to look up?
6: Is the sociopolitical situation too dynamic to predict what will happen when the starship arrives?
On this particular expedition, the answer to all these questions
is yes, which means that starship has voted — perhaps
contentiously — to take the more subtle route. There may be
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an ongoing war or perhaps the crew fears a hostile political or
religious situation.
The starship crew has agreed that they will avoid
braking until the ship has passed the colony.
70-80 days before passing the planet, they will
drop a tiny, fast, light Messenger craft carrying
three envoys. The craft will decelerate at 1G
for over two months while the envoys learn
what they can of the society, running virtual
reality simulations, beginning to learn the
languages of the planet if it broadcasts in
electromagnetic frequencies, and deciding
how to approach the society.
When passing through an orbit of the planet, the
craft will drop dozens of tiny communications and
observation satellites around the planet. These allow the envoys
to keep in touch with each other even if they’re on different
regions of the planet, make observations from orbit, and relay
communications to the starship, which will spend much of its
time with a year of one-way communications lag.
An Academic general purpose satellite
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The envoys might act as neutral parties, or they might favor one
side in a conflict. They might form religions, or adopt the ways
of the people.
Whatever they do to ready the colony for the return of the
starship, they must do it carefully and effectively. It won’t return
for seven to eight years, but this time it will have no second
option. It is crewed with a hundred individuals who have been
trapped inside for nine years with a limited diet, social contact,
fed only tantalizing tidbits about the world they passed by.
RulesMaking a cultureThe Shock for the first episode in a colony is the arrival of the
Academy envoys. Issues are determined normally.
When you’re first laying out Minutiæ according to the Issues on
the Grid, consider whether each Issue applies to the starship or
to the colony.
If your Protagonist is a Colonist, make sure at least one Link and/
or your Antagonist is an Academic. If your Protagonist is an envoy,
make at least one link and/or your Antagonist a Colonist. If your
Protagonist is still on the starship, all hir Links and Antagonist
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will be other Academics on the ship, unless there are very
unusual circumstances.
If your Protagonist is an Academic consider how they feel about
the decision to take this difficult route to contact. Do they have
loved ones on the ship or at the colony? Did they go with their
loved ones? How do they feel about going on a further, seven
year journey?
Describe as Minutiæ:
• What the colonists wear• What they eat• What their shelter is like• What their family structure is like• What they look like e.g. color of skin, height and proportions• Five or so syllables on which to base words in each language
represented by a *Tagonist. Add to this last as you go.
If relevant, you might consider
• What they trade• How they travel• If they travel in space, how do they travel? How far do they go?
Risks to the colonyIf the envoys are unsuccessful, there are three Shocks that will
happen when the starship arrives in seven years, all of them
bad for the starship crew, the Academy, or people of the colony.
Choose from this list or devise some of your own:
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• The colonial economy will collapse• Colonials will attack the Academics• Different nations, ethnic groups, or social classes will attack
each other• Colonials will quarantine the starship, disallowing access• Colonials will form a religion deifying the Academy• Academics will be contained within a controlling group class• Segments of the society will quarantine themselves• Large segments of the population will demand asylum
Write one of these on each side of the triangle of the colony sheet.
Inter-Protagonist conflictWhen two Protagonists are in a Conflict, the Antagonist player
of the current Protagonist tells the opposing Protagonist how
many Credits zie is spending. The opposing Protagonist can
divide up those Credits into whatever configuration of dice zie
requires.
The opposing Protagonist does not roll a Minutia die and can not
gain Features.
Changing the worldEnvoys are there to make the colony ready for the starship’s
arrival and prevent the Academy’s three predictions from
coming true.
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In order to prepare the world for the arrival of the starship, the
envoys will try to produce Shifts in the society. While profound,
they’re not as earth-shattering as the shock of the sudden
arrival of an entire new and alien civilization.
When your story has ended, each player, including you, will
decide if your actions mitigated or exacerbated one of the three
Shocks on the colony sheet. Every player who believes you helped
will roll a d10. Every player who believes you didn’t help, or made
things worse, will roll a d4. If the highest d10, minus the highest
d4, is 7 or greater, check off one of the Shift boxes.
When all three Shifts are marked, that problem is at least
sufficiently mitigated that, when the starship arrives, the
predicted Shock predicted won’t immediately impact the society.
Getting ready for the next session
The inevitable• Starting with the second session, roll 1d10 at the beginning of
the session. • If it’s 6 or higher, check off a mark in the starship track. • In future sessions, roll as many dice as there are checkmarks,
then make as many marks as there are dice reading 6 or higher.
• Note the events on the track that take place.
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ProtagonistsWhen your Protagonist’s story is over, make a new Protagonist:
• Choose if you want to play a new character from a player’s Links, someone’s former Antagonist, or the same Protagonist as this time. You may choose to play a Protagonist on the starship even if that is not otherwise available.
• If you’re continuing with your Protagonist, write down your three favorite Features from the old sheet.
• Now copy over your Links. Any Link that was used must be copied over. Any that was not used this episode may be copied over at your discretion.
• Choose someone from those Links to be your Antagonist next time.
• When everyone’s done for the night, share with everyone what changed for your Protagonist and tell the person who will be sitting on your left next week what character they’ll be playing as your Antagonist.
• Write down your new Story Goal and share it with the group.
Play on the starship, tooIf the envoys have failed to bring about substantial change
before the starship arrives, it’s not like the crew is likely to just
go home without ever setting foot on the colony. You’ll need to
know what the starship crew wants to do, and there’s no better
way to do that than by setting a story there. Use a normal Grid,
with Shocks that are appropriate to the limited environment of
the starship.
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The arrival of the starshipWhen the starship arrives, if there have been insufficient Shifts
to cushion the impact, any predicted Shocks to the society will
take place in short order. Academy law is unclear on what to do
in such a situation.
Ending the storyThis might be the end of this story! The Story Goals of the
players might have all been resolved in such a way that there’s
no more to tell here. Ask each other what happens to particular
characters that they played that interested you.
The AcademyWhat happens next has everything to do with the needs of the
players.
• Do you start a new expedition, setting out from Earth? With these same Academics or new ones?
• How is the Academy changed by its interactions with the cultures of the colony? Do its laws change? Its technology? Its exploratory policies?
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The Colony• Do Colonists join the Academy, integrating with the starship
crew? • How have the cultures in the colony changed through contact? • If they’re a spacefaring culture, do they ally themselves with
the Academy? Do they become enemies?
Æsthetic principlesWhat the Academy looks like• Academic technology, on the whole, does not glow. Text and
images look as though they are printed on paper.• The arrival or departure of a starship uses a fantastic amount
of energy. It’s the brightest thing in the sky, visible even during the day when it’s nearby and visible at night anywhere in the solar system if its engine is facing the planet.
• Academic uniforms and spacecraft are dark grey and brown when practicality doesn’t require other colors. As an institution, they dislike ostentation.
• Because of their free movement on Earth, Academics tend to look and think very similarly, belonging to a superculture that covers the planet.
• Sensors are ubiquitous long, straight whiskers that stick out perpendicular to the surface of the spacecraft, clothing, or equipment doing the sensing. Sensors are attached to many objects often used as functional jewelry.
• There are no beam weapons, force fields, artificial intelligences, or antigravity.
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What the Colonies look like• Colonies usually have multiple ethnicities. They will have
tribes, nations, languages, religions, and variations in physiology from area to area and among groups in a given area.
• Colonists want things from the Academy — they might bring legitimacy to a ruler or relief to an afflicted group. But they also want things from each other.
• Every society has an aesthetic. Look at a particular human culture and expand on that. People who live on the ocean may have art that looks like Haïda or Inuit art — bold, gemetric, and expressive. People who live in mountains may make a lot of terra cotta — soft shapes, pottery, and bricks.
• If the people write, what are their writing implements like? That will effect the way their writing looks. Do they write with brushes? By carving in stone? With pens? By pressing shapes into soft clay? Try making writing the way they do to figure out what it looks like.
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Join the AcademyI put together this Preview of Shock:Human Contact to get some
creative input from you! I’d love to hear from you and hear how
your experiences have gone with the game.
xenoglyphThe glyphpress blog can be found at glyphpress.com. There,
you’ll find science/fiction posts, art, and commentary on the
world from the perspective of a science fiction enthusiast.
Xenoglyph also has a forum where you can discuss Shock:,
Human Contact, and game design. I’d love to hear how your
adventures in the expanding Academy have gone, and so would
other players.
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A far-future space setting for Joshua A.C. Newman’sPAX EAST 2010 PREVIEW EDITION:Alone
The starship
deemed this world too dangerous for first contact.
So it moved on to return in the future when things
would be better.
But it left behind three envoys, charged with
making this world safe for the starship’s return.
They must alter the culture of this world to ensure
the safety of the colony — and the starship itself
— when the starship returns.
This special PAX East 2010 preview of Shock:Human
Contact includes material about the Academy, its
envoy missions and limited rules specific to its
mission of exploration.
You need a copy of Shock: to play.