I am planning to start an Eclipse Phase campaign pretty soon, but I have hit on a bit of a snag. My players are eager to give the game a try, but they are totally unfamiliar with the setting. The Eclipse Phase setting is a lot to take for players who's prior exposure to speculative fiction has been through the realm of Star Wars, Farscape and Gundam. Not to mention that the lore and background are rather dense.
Then I hit upon an interesting conceit. A way for me to start this campaign without giving my players reams of homework right at the start. All PCs start the game as Re-instantiated characters with Flat morphs. The idea is, all the player characters are people from our time. From early 21st century Earth, who died and died young from accident or disease or war. Their bodies were acquired by a sinister biotech company who performed very early experiments in destructive uploading.
Experiments which, centuries later allowed someone to ressurect centuries old egos in cloned bodies.
I like this idea for a couple of reasons. It means that the After Fall era is just a strange and new to the PCs as it is to the players. It spares me devoting an entire game session to a history lesson and I don't have to pause the game to deliver exposition.
I am interested to hear what the EP player base thinks of this idea. Is this a good way to introduce a whole bunch of newbies to Eclipse Phase, or does it unnecessarily complicate things?
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The Ressurected: A way to introduce new players to the setting
Sun, 2012-08-05 23:42
#1
The Ressurected: A way to introduce new players to the setting
Mon, 2012-08-06 00:00
#2
I like it. If we can hammer
I like it. If we can hammer out a way to do this, I might just use it to introduce my players to the game...
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Mon, 2012-08-06 00:14
#3
The practical utility of
The practical utility of restoring long dead egos as opposed to using existing refugees is questionable. Those who have been in cold storage since the fall will only be about 10 years behind everyone else. Egos that have been dead for over a century would be 100 years behind everyone else. The long dead egos would need some serious re-education and possibly psycho-therapy to catch up and become functional. They might find it simpler to join a brinker hab, or side with the Jovians than it would to simply catch up.
If I recall correctly, one of the other members of these boards (I believe his name was Arenamontanus) had an interesting idea for a story. He said that for one group he GMed, he had a bunch of heavily edited egos (modified by psycho-surgical means) think they were super heroes. They were kept in a simul-space server where they act like heroes. They were the local entertainment on a criminal hab. Their story involved them being "freed" by rescuers into the "real world", which was much different from anything they knew.
You could borrow that idea to make characters from a Gundam, or Star Wars universe be "freed" into the real world.
Edit: I suppose the one advantage they would have is they would also be 100 years behind all the racism, intolerance, bigotry, ideologies, bad blood, etc... They might be unbiased in regards to everything, and would probably have no connections left in the world. Untainted if you will.
It might also be possible that an old hyper-elite with immortality blues might decide to revive people from the "good old days"...
Mon, 2012-08-06 00:11
#4
Well, how I am planning to do
Well, how I am planning to do this is to give all the PCs the Re-instantiated background and a flat morph to represent their cloned bodies.
I am aware of the morph shortage, but I am planning to explain that away in game by stating that early attempts to re-sleeve these egos into existing morphs went very badly. Attempting to re-sleeve an ego from a time-period when 95% of the population could not even conceive of the idea of re-sleeving into bodies that aren't theirs combined with the memories of their own violent deaths, caused the egos to instantly go completely insane and any usable data was lost. Attempts to re-sleeve them into infomorphs produced similar results since, no matter how lifelike a simulspace is, there are still noticeable flaws.
As for where their Reps come from, once they start the campaign proper Firewall will give them phony cover identities. After all, if you have people from centuries ago working for you, you don't want to announce this fact to the world.
Mon, 2012-08-06 00:13
#5
Awakenings
I'm opening my current Eclipse Phase game in somewhat the same fashion, albeit not restricting the Players to Flat morphs. In my own interpretation of the "Awakenings" trope, the PCs are all crew aboard a very experimental colony ship, which set out in the early 21st century (around 2050's CE). The ship never arrives at it's destination, because of some unknown reason. It is later captured circa 9 AF with the entire ship and their original bodies, which were placed in cryonics for preservation, being seized by a Conspiracy (Firewall, Project Ozma, somebody else). They're given back-up insurance and bodies of their choice along with heavily edited memories and basically told to go somewhere else. The only thing that unites the Crew are their ego IDs and Conspiracy nano-tattoos. So far, I haven't had any complications, but I also gave the Players a year to build a "backstory"/prologue (without the system) in the Eclipse Phase 'verse.
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Mon, 2012-08-06 00:25
#6
How do you intend on
How do you intend on explaining how your 21st century characters are capable of competing with the physical and intellectual powerhouses that are your average transhumans? The 1000CP allotted during character creation is intended to produce an incredible transhuman. They possess both aptitudes and skills that vastly outrank those your 21st century characters are ever likely to have.
What business does Firewall have recruiting someone who can't even manoeuvre themselves in zero gravity? They are the equivalent of uneducated yokels being dropped into a modern spy agency and being expected to conduct themselves professionally and competently.
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Mon, 2012-08-06 00:38
#7
Very good question
Very good question CodeBreaker, and one I started this thread to answer.
Perhaps these egos were selected for resurrection because they are remarkable individuals such as Special Forces Soldiers, Astronauts or Theoretical Physicists rather than your everyday office drone. Another possibility is to build in a one year time skip after the PCs escape from whatever Hypercorp facility cloned them to give their characters time to acclimate to their cover identities.
Mon, 2012-08-06 00:50
#8
Have you considered running
Have you considered running the Fall? Reinstating is a mature technology, which means there must have been substantial pre-Fall experiments. You could have your players be 21st century individuals who underwent destructive scanning for some reason or other, as you suggested. However if you at first reinstate them before the Fall you avoid many issues you might otherwise run into.
The shortage of Morphs is no longer an issue. There aren't hundreds of thousands of people waiting in cold storage. Technology 0AF → 10AF is generally described as largely stagnant, at least on a personal level, so you don't have to make too many changes there. It is a time of significant scientific experimentation, so the reinstating of a curiosity such as an early 21st century ego might be of interest to many people.
And most importantly, it gives you 10 years to jump around and play with. It lets your players play whatever character they want, without the imposed restrictions of being someone from the 21st century. They get the opportunity to join whatever of the cultures they wish. They don't have to fake their identity, they can simply be that person instead.
You run 3-4 sessions pre-Fall, give them tastes of the setting nice and slow. You get most of the really difficult, mind bending parts out of the way. And then you throw them in the deep end and push the setting ahead to 10AF.
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Tue, 2012-08-07 04:01
#9
One thing we did with a few
One thing we did with a few new players in an already-established game was go with a matrix-esque origin where they were born on a brinker hab that tried to virtually represent the 21st century (slightly past our own time, right around the earliest modifications). They effectively had a simulspace that tried to fool most of its citizenry into believing that the world hadn't changed much since (like the Shyamalan movie The Village). The veteran players played a scenario in which they were freeing them and getting them off the habitat due to an exsurgent outbreak. It was an interesting way to portray a hard injection into the vastly transhuman setting.
Pre-fall adventures are also a useful way to introduce players, and I did that in another campaign as well; letting them portray people that were living in the last months of Earth helps to set the backdrop for the world as present in 10 AF. I allowed the players to make hobbled PCs (I only gave them 750 points) and portray fairly young characters alive just before the TITANs start attacking humanity. Our last scenario before fast-forwarding to 10 AF was one where we portrayed one of the evacuations (and a fairly crazy one at that). A few of the characters (those that wanted to portray characters that were space colonists or other people that were probably already living in space once we were playing 10 AF) acted as fodder characters that died in this final event, while those that weren't survived barely. The one that was playing a re-instantiated survived only as a cortical stack.
It was surprisingly fun too. Because some players knew their characters weren't going to make it in that final scenario, they got to portray their characters as big damn heroes that went down with a fight. The other characters were just trying to get off-world, knowing the others were going to keep them safe. The early scenarios played somewhat like Shadowrun, which allowed the players to get used to the setting in a context they already knew. That last scenario played like a futuristic war epic.
It was pretty awesome, and gave them a hard injection into the game.
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Tue, 2012-08-07 04:37
#10
I happen to remember a piece
I happen to remember a piece of news a few days back, where somebody wanted his brain to be plastined/plstified/whatever so it can be scanned and replicated in the future. Or maybe it was some sort of image I watched somewhere, I'm not sure, it included a brain and a robot with a cyberbrain built to emulate the nuron synapses of that brain.
Make it a fad, and...
Or you can be Walt Disney!
Wed, 2012-08-08 09:24
#11
A cryogenically frozen walt
A cryogenically frozen walt disney would be an awesome villain for people born in the 50s.
Wed, 2012-08-08 10:25
#12
I like it, you could even say
I like it, you could even say, for thematic sake, that the clones were brain peeled and rebooted instead of uploaded. That might help with a bit of continuity. Having 21st century kids in the hard transhuman future sounds awesome. Old loyalties are dead, new polities look to steal these old egos for information of the past. Still others that know more watch from the shadows.
Has all the themes you need to make a great game, I hope these guys role play well.
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Wed, 2012-08-08 14:29
#13
I think the initial idea
I think the initial idea works fine. There are plenty of reasons to resurrect someone from 1912. They hold a wealth of historical and cultural data (especially after the Fall wiped out so much). Additionally, if these people were wealthy enough to be biotech pioneers, it's quite reasonable they're already remarkable for some other reason.
I wouldn't give them the full complement of points to work with at chargen. Instead I'd limit them to a flat and a handful of skills (and points) to spend. Then when they're brought back, I'd say they're getting picked up for a lot of work so suddenly they have a lot more rep/resources to spend. I'd also increase how fast I award rez (perhaps say that it's an aftereffect of whatever tech they used to repair neurological damage, that they learn crazy fast).
I don't know that the premise is the most exciting story seed I've ever heard. And you'll still be fighting with futureshock detracting from player enjoyment. But I certainly think it's doable.
If you're interested in making the adventure a little more interesting, I'd consider running the PCs with a pre-Fall mission, and establish a big bad guy (or motivation), which carries over to the EP setting.
Fri, 2012-08-10 16:21
#14
I'm playing a campaign of
I'm playing a campaign of this kind (in Titan, with the Titanian rule 1 morph for each ego), but I was more generous. One of my players has a Futura, and the rest could choose, with a few details. I had a Sylph, an Octomorph and a Synth.
But, being strict, I'd put them all on splicers.
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Mon, 2012-08-20 10:32
#15
Minor thread necromancy, but
Minor thread necromancy, but it's something I've been thinking about recently.
I think the problem isn't necessarily playing a character of an exotic origin, but that the setting itself is overwhelming to new players. Giving the players 20th century characters helps them understand their characters, but not the exotic cultural and technological elements of the setting, nor the factions, nor the multitude of exotic choices and courses of action available to their characters. I think that's where the real stumbling blocks are.
Drop Abraham Lincoln on Titania ca 10 AF, and everyone will know who he is, but they still won't have the slightest clue what's going on.
One solution I've thought of is to somehow introduce the setting gradually. Play a session or two as people on pre-Fall Earth, where the setting is somewhat grounded in tropes that most people already understand and where at least the planet itself is recognizeable. From there, you can gradually introduce elements like helpful AIs, the Mesh and Simulspace, big corporations and ideologies going off into space, a few crazy people uploading themselves or switching bodies, the TITANS...
Drop Abraham Lincoln on Earth ca 1 BF, have him slowly come to understand that time period as he goes on adventures and battles rogue AIs, and then eventually wind up on Titania ten years later, and people will have a pretty good idea what's going on.
The other way is to run a very focused, almost linear game. There's still all that crazy stuff out there, but the player characters have a definite goal to accomplish, and have there always be a straightforward, fairly simple way to do it. The craziness is easier to accept if there's a clear path through it, and they will eventually start to pick up on what's going on.
Drop Abraham Lincoln on a space-snowboard going down Messina Chasma, and people will understand enough that they can enjoy the experience. Then, in the after-ski, during the shootout with the terrorist pirate octopi, have Woodrow Wilson mention that they are on Titania, and the year is 10 AF.
Finally, there's always the Jovian Republic. The PCs are Flats, most of the fanciful technology is controlled, most people will already understand the surveillance and police state tropes, and the crazy Transhuman stuff can be gradually introduced in the narrative, as something foreign that the characters slowly come to understand, and hopefully the players with them.
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Mon, 2012-08-20 13:50
#16
One interesting idea is to
One interesting idea is to have a PC or a group of PCs who are historical characters. Yes, Abraham Lincoln and Nicolai Tesla (together they fight crime)... they are as confused as everybody else about this.
The real cause is:
* Somebody has been recreating historical people. The most likely suspects are the TITANS: they have been running enormous history simulations based on all their stolen egos, literally recreating everybody who has *ever* lived somewhere out there. For some reason (a mistake, a daring escape, a sinister plan) they drop off a few of these recreated people on the mesh, appearing through a gate, as stacks to be found, or just waking up somewhere. A key long-term background plot is to figure out what has actually occurred, and what to do about it. Maybe there is a Matrioshka brain out there that contains all of history, just waiting to be found...
* Before (or perhaps after) the Fall some groups wanted to make famous minds for various reasons: as research, for entertainment, just to see if they could, or whatever. They programmed AGIs to mimic the originals as closely as possible, including believing they are the originals. (Sometimes this might be odd: I am very fond of the PC who is the AGI Christ 2.0: yes, it knows it is an AGI created by a certain church, but it also knows it is the Second Coming).
* With psychosurgery you can change into anybody you want to. And if you really want to get away from who you are, why not become a historical person? The PCs are actually entirely different people who for some reason - trauma, guilt, escaping from crimes, or being the victims of a cruel experiment - have been turned into these figures. Their past might show up to hunt them in unexpected ways.
"Mr Lincoln, I know you do not recognize me and do not remember your crimes. Hurting you will not harm the person who did them, nor bring the victims back. Still, see this as a kind of symbolic voodoo, where your pain hopefully would be against the past person's desires and preferences for the future. Besides, if I can make your suffering legendary enough, it will discourage others from trying the same cowardly escape from their identity. I hope you understand."
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Mon, 2012-08-20 16:29
#17
Arenamontanus wrote:One
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Mon, 2012-08-20 15:15
#18
I love you BOMherren
I love you BOMherren
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Wed, 2012-08-29 04:55
#19
I think there is a lot here
I think there is a lot here to grasp without givng the players a "History Lesson" session.
I'm still trying to find players, but when I find them I plan to introduce the campaign setting in broad, shallow Venn Diagram portions of what the universe is, sketching / suggesting until they meet it.
Tougher than a "D&D" intro, because there are no EP films (yet).
The Basics I want to cover:
You have 20th century skills, but you are all awake, together, on some sort of spaceship.
You have a human body, but it looks "slightly different" from what you remember.
You "Can't remember" a lot of specific things about your past, how you got here.
Introduce a human "Doc" that explains it's the far future from what they remember.
They were all more or less dead or dying, but have been revived... by a corporation / faction.
I've been in games as a player where the next part was mishandled - some guy comes into the room and basically says, Join us, in our mission, or you'll be killed. I admit my first responses yearned to be "Fine, kill me."
I think it will be a key at that point to then have them shown images of destroyed earth. The Eiffel tower pic from one of the books, particularly... "We'd like to send you out there to strike back at those ultimately responsible for destroying our planet. We need heroes."
All of the time, using that kind of yes, yes, buy decision language, and them assume the sale.
If by this point the group en masse decides to walk, okay, it's the wrong group of players. Time to go Back to D&D.
But I do not want to be the GM that proposes [insert all the tropes and weirdness that is EP here], pleasepleaseprettyplease joinmy game?
I'm barely able to handle it, and I've run Traveller, Spacemaster, Cyberpunk, Conspiracy X, and Alternity for decades.
I think in this case, easy does it.
Wed, 2012-08-29 05:39
#20
Arenamontanus wrote:
I can imagine some criminal organization create AGIs mimicking celebrities of the 20th/21th Centuries and having them work as prostitutes.
"Now is YOUR chance to have sex with Madonna".
Wed, 2012-08-29 06:09
#21
Kyorou wrote:"Now is YOUR
That can backfire in so many fun ways! The problem is of course that any AGI good enough to be really believable as any celebrity is likely going to be fairly self-willed.
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Sat, 2012-11-10 02:13
#22
Survival Horror
I'm running a survival horror style campaign, where the first priority is just staying alive. Keeps players heavily involved with intense roleplaying and action. I'm able to slide in bits of the actual lore and slowly define the world at large. Even if the knowledge of Surya mating habits has no value whatsoever for the players, they'll pay attention and remember, because they never know what small piece of information will make the difference between life and death. The story and driving action does not depend upon having read the books. Certain events take place around them that help to give an idea of the world, but their primary focus is finding enough ammo and a good place to hide. By the time the story is done, they should understand Eclipse Phase, and we should be able to move the story on in such a way that players become more deeply involved in the greater setting. Dead Space has been my model for the campaign's construction. First game takes place on a single ship that's far out and away from anything at all. No back-story. You land on the ship and next thing you know, you're running scared and fighting to stay alive. Dead Space 2, you're in The Sprawl and the world becomes more defined. Not expecting Dead Space 3 to be anything except a recap of the first two games. Nonetheless, I think it's a fun way to get players into the world without actually knowing the world. That's not to say they won't eventually learn it, but you can have a good story for players without them having to have read a single book.
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