Showing posts with label Fate Core. Show all posts
Showing posts with label Fate Core. Show all posts

Friday, March 28, 2014

Sourcebook: Hokun Trouble

Tekumel has no shortage of insects, arthropods, and intelligent bug races. Some are indigenous to to Tekumel; others are interlopers there, just as the humans are. The Hokun - "The Glass-Monsters" - are one of this latter type.

The Tekumel Bestiary says that the Hokun "resemble eight-foot-tall sculptures of cloudy green-grey glass." They have six limbs, the front two of which are used for manipulation of tools, while the middle set can be used for "heavy work, grasping, and balance." Their exoskeleton ranges from transparent to translucent. Many participate in a group-mind.

I've seen a couple of illustrations of the Hokun in Tekumel products; they look like a combination of a Grey alien and an ant. Sinister ant-taurs, perhaps. If you've seen ghost ants, you'll get the general idea. 

The Hokun inhabit Southern islands as well as areas of the Northern continent on the opposite side of the planet; I have read on the Blue Room archive that the Urunen of the far south are at war with some Hokun groups, while having friendly relations with others. Professor Barker also indicated that they are not particularly gifted with other-planar abilities, and have only maintained a little of the technology from their starfaring period.

Here's what the Tekumel Source Book tells us quite early on: 
  • The Hokun were starfarers from the Markab star system
  • During the catastrophic Time of Darkness, when Tekumel was cast into a pocket universe or Bethorm, "The translucent, insect-like Hokun pretended to cooperate with mankind for a time, warred with him, enslaved him, ruled him as gods, and were eventually defeated by him. Sulking and filled with hate, the Hokun retreated to their great island in the southern seas, and no man (or any other of his allies) dares now to land upon those shores."  
This is suggestive. They once ruled men as gods. According to The Tekumel Bestiary, they still hunt men for food in some places, while enslaving them and ruling them in others. The Bestiary says they "are perhaps the greatest threat to human hegemony over Tekumel."

It's easy to imagine ways that characters might stumble upon the Hokun in an adventure. While the Hokun are likely to be found only in very small numbers throughout the Five Empires, one might readily imagine them emerging from a tubecar station in a remote rural area of Tsolyanu (or another  of the Five Empires). 

The Hokun are living in long-forgotten ruins adjacent to a living village; they live off the meat-sacrifices of the human villagers who now worship them as gods. Perhaps the PCs were dispatched to this remote village by an absentee landlord in Jakalla. The landlord seeks to squeeze a bit more surplus out of their long-neglected peasants.

In Fate Core terms, you'd have a scenario issue something like this:

A remote village behind on tribute 

Possibly there'd also be the hidden aspect:

Tubecars bring trouble

The latter is almost a permanent aspect for tubecar systems on Tekumel.

Of course, the Hokun are also perfect for the kind of tubecar hexcrawl scenarios that Brett Slocum has run, such as the adventure "Where in Sarku's cold wormy hell are we?"  The PCs might emerge from a tubecar system almost anywhere on the planet. They might arrive in the middle of one of the Hokun states: perhaps one in which humans are hunted for food, or one where humans continue to worship the Hokun as gods.

Even more unsettling, the PCs might discover a symbiotic human-Hokun culture in which both species share a group mind. Maybe the Hokun have begun breeding experiments with humans, producing a number of specialized types - or strange genetic hybrids, such as humans with exoskeletons, humans with translucent skin, etc.

The possibilities seem endless.

Monday, March 3, 2014

Does Tekumel Have A Fate?


Over the last three years, I have run Tekumel games using three different systems:
  • The Tri-Stat system from Guardians of Order's Tekumel: Empire of the Petal Throne RPG; 
  • The crunchy 1D6-1D6 version of Fate from the Legends of Anglerre RPG; and 
  • Standard Fate Core, the most recent universal implementation of Fate.  
All three systems worked well in the games I have run. All three created fun, immersive games. All three systems worked well for long-time Tekumel fans, as well as for people who were new to Tekumel.

For the Fate of Tekumel blog, I am planning to use a different implementation of the new Fate Core system: Brian Engard and Clark Valentine's Fate Freeport Companion. 

While I tried for aesthetic reasons to boil this list down to three reasons, there are at least four different reasons that this particular implementation of Fate Core is good for Tekumel:
  1. Character Generation and the Magic System in Fate Freeport Companion are Open Gaming License (OGL). The book was written in the spirit of Fate Core itself, with very generous licensing terms. I appreciate how much the authors included in their OGL; it's an invitation to take their system and adapt it for use with other things, which I recently did with Trey Causey's Weird Adventures pulp setting.
  2. Skills Based on D&D Attributes Build A Bridge. Taking a bit of inspiration from Fate Accelerated Edition's six Approaches, Fate Freeport Companion uses D&D's six Attributes. Those attributes have about 40 years' equity now in terms of what they mean to players. Using them makes it easier for experienced gamers who are newcomers to Fate to grasp how the Fate Skills/Approaches can be put into action.
  3. Fate Freeport Companion has mechanics for discrete spells. Anyone who is familiar with Tekumel expects a game system for that setting to come with specific, discrete spells with predictable effects. Spells like Doomkill tell you you're on Tekumel. Now, Legends of Anglerre gets you really close to discrete spells. But Fate Core and Fate Accelerated Edition moved in the opposite direction, toward broad brush, looser magical effects. Fate Freeport Companion takes me right where I want to go for magic in Tekumel: discrete spells, predictable effects, with plenty of room for signature spells for specific temples.
  4. I want both a Physical and a Mental Stress Track.  We like the simplicity of Fate Accelerated Edition's (FAE) six Approaches. But Tekumel is a world in which magic is tiring and where humans definitely NOT on the top of the food chain. Fate Freeport Edition strikes a good balance between the two new implementations of Fate. It keeps simplicity where that helps the game emulate traditional D&D-style character mechanics, but allows for distinctions between different types of stress - for example, between the results of physical combat and constant spellcasting - using both Physical and Mental Stress Tracks.
In short, we'll be giving Fate Freeport Companion a test drive as the backbone for the Fate of Tekumel blog. We'll see where this exploration takes us.