Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

New relatively hard sci-fi RPG - Nova Praxis

19 posts / 0 new
Last post
DivineWrath DivineWrath's picture
New relatively hard sci-fi RPG - Nova Praxis
I only became aware of this product today (err... earlier today). It was recently released on DriveThruRPG. It has thus far got many good reviews. I figured I would go about reading the RPG and post comments as I read it. I think the devs here wouldn't mind me talking about this new RPG here. If they do, they only need to ask me to stop posting and I'll stop. Quick list of facts (from what I've been able to gather in this short time): -It is based upon the FATE rule system. From what I understand, it holds within all the rules it needs to be played, so you don't need any other books. -This game was seeking funding on Kickstarter more than a few months back. It succeeded. -The human civilization had a singularity event in its history (don't know how long ago as I haven't read that far yet). The singularity seems to have died on its own, but left a number of technologies behind in the process. Most are beyond human understanding, with experts only able to understand part of any given piece of a technology. Some machines were made to be human friendly. -A number of technologies developed by this singularity include jump drive, artificial gravity, and an abundance of clean energy. -Actually, since the technology is so beyond human understanding, it seems to be the case that it is also unhackable. -The earth is lost. Some nation dared to use gray goo as a weapon against an enemy nation... but the goo didn't stop when it should have. The corps were able to save millions, but the remaining billions didn't make it. -Society is post scarcity and seems to be rep based. Because of the trivial cost to meet the needs of the population, this has destroyed the economy as we know it. Now a days, everyone has the option to "default" and live without contributing to society. Actually, scratch post scarcity, I recall reading something about there being a shortage of jobs. Unemployment is huge. -Apparently there is a big government of sorts that enforces laws like the "Humanity Purity Act". The HPA is something favored by those who don't want to have transhumans that can render normal humans obsolete. Of course, transhumans have a problem with those laws. -Resleeving is an available technology, as is backups. Implants are also available. However, there seems to be a limit on how many implants one can have, and it seems that being sleeved in pure machine bodies slowly drives you mad. I'll check these out more later. ---- The kickstarter can be found here: http://www.kickstarter.com/projects/804836187/nova-praxis-a-transhuman-s... You can buy it using DriveThruRPG: http://rpg.drivethrustuff.com/product/112483/Nova-Praxis-%5BAugmented-PD... Their home page can be found here: http://voidstar.me/
DivineWrath DivineWrath's picture
My readings:
My readings: The book seems to use the OGL license made by Wizards of the Coast, where as Eclipse Phase uses the creative commons license. I'll look into the details and differences later. Chapter 1 - Overview: Actually, most of the material of chapter 1 (or the jist of it) can be found on the internet. I'll provide links and let you come up with your own opinions. The remaining bits include a timeline and a terminology page. The jist of the timeline covers nearly 100 years after the singularity. The years are now refereed to as PS. In that time, humanity nearly forms a unified planetary government, but instead forms 2 superpowers. They eventually enter open warfare and at some point the gray goo gets unleashed. After humanity escapes earth, many of the remaining powers, including big corporations, merge to become a new government, the Coalition. They focus on key areas, leaving some people alone while abandoning others. At some point, their policy changes and they want to unite all of humanity under their control. Of course, not all agree. The Coalition also enforces a number of laws restricting the use of various kinds of technologies (such as those that could to posthumans), but many oppose them for different reasons (some thinking they are too lenient or too restrictive, while others don't want to live under the Coalition). ---- http://voidstar.squarespace.com/home/2012/8/24/aspects-of-nova-praxis-po... http://voidstar.squarespace.com/home/2012/8/27/aspects-of-nova-praxis-po... http://voidstar.squarespace.com/home/2012/8/28/aspects-of-nova-praxis-tr... http://voidstar.squarespace.com/home/2012/8/29/aspects-of-nova-praxis-sa... http://voidstar.me/home/2012/8/30/aspects-of-nova-praxis-the-loss-of-ear... http://voidstar.me/home/2012/8/30/aspects-of-nova-praxis-rise-of-the-hou... http://voidstar.me/home/2012/8/31/aspects-of-nova-praxis-utopian-prison-... http://voidstar.squarespace.com/home/2012/9/4/aspects-of-nova-praxis-con... http://voidstar.squarespace.com/home/2012/9/5/aspects-of-nova-praxis-the... http://voidstar.squarespace.com/home/2012/9/6/aspects-of-nova-praxis-aug...
DivineWrath DivineWrath's picture
More reading.
More reading. I've finished reading chapter 2 (bringing me to p. 78). It seems that the Coalition succeeded where the EP hypercorps failed. They can watch the average citizen at any time without having to worry about the average citizen watching them back. Their nanofabs (called compilers) are kept in controlled territories and are very difficult to hack. By hacking, I mean that the technology can very quickly undo changes to its programing. Nanofabs check the ID of the user, checks to see if they legally own the blueprints (called templates), checks to see they are in Coalition controlled territory, etc. Hacking these nanofabs, at best, makes the machines thinks that everything looks good. It seems that the Coalition controls most of the nanofabs humanity has. Apotheosis - The process of replacing every brain cell with an equivalent machine. It takes about a week, but once done it provides many of the benefits that EP mesh inserts, cortical stacks, and muses provides. About 35 % of the population has gone through this. I haven't read any rules about it yet. Ego bridges do not appear to exist, so if one wants to be backed up, they need to under go apotheosis. Their cortical stack (the Mnenomic core), is stored somewhere in the owner's brain, so I think some manner of surgery is involved if you want to access it. Synthesis - The process of injecting nanotechnology into the human body and causing it to transform into a flesh and machine hybrid. The bodies are better than normal humans bodies, but they tend to have a metalic sheen and glowing eyes. About 7 % of the population have gone through this. Its one of the things that currently make me wonder how hard sci-fi this game is. The Reputation Economy - This economy tries to determine how valuable a given person is to society. Anyone is allowed to anonymously bump (+) or hit (-) someone's rep. This system is managed by monitors, advanced AGIs. These monitors act to prevent people from gaming the system. There is some discrimination among different rep levels; in some cases low rep people are denied access to locations or are denied serves because of their low rep. Also the thoughts and opinions of high rep people are considered worth more. They have more voting power, their bumps and hits have more impact, etc. Flash Clones - Clones can be produced in about 2 weeks. Really puts EP biomorph industry to shame. The Mercury (for antimater production) and Mars is in heavy use. Earth is abandoned because the technophage (the gray goo and drones it built). Venus is of little interest to the Coalition because of the hellish environment, but people (who don't want to be part of the Coalition) have built hidden habitable structures on the surface (I think its built on the surface, but the book is not clear on that). Jupiter and beyond see limited use. Planets in other solar systems have been colonized as well; many of them seem to be doing fine. Augmented Reality and Virtual Reality do exist. However, in some cases people have died outside VR due to in game deaths (due to some programers tweaking feed back settings up too high). (How hard sci-fi is death caused by a death in the matrix? I think its not realistic, but I'll look into that more later.) Since much of population have not gone through Apotheosis, much of the population lacks direct mind machine interfaces. Instead a multitude of techs exist to allow for more indirect methods of controlling machines. Money in the form of gold is something that the Coalition does not approve of, and considers illegal. They take measures to stop gold mining and refining operations to try to put a stop to it.
DivineWrath DivineWrath's picture
I'm losing interest in doing
I'm losing interest in doing this. I'm not sure if I'll keep this up too much longer. Chapter 3 - Agendas This chapter was about 20 pages. It mostly covered a number of general groups, and the big houses. The Apostates are the name for non-citizens. Somehow they were born outside Coalition space (and didn't get their free IDs) or they removed their IDs. They tend to not want to join the Coalition, but some do. Legally speaking, the houses must allow them to join if they make the request, but they are not required to make it easy on them. The transhumanists have the work cut out for them. For many, its clear that they can be further augmented, but the laws seem to be the biggest obstacle. Mind you, that hasn't stopped some from trying. The Coalition doesn't have the resources to catch them all. The purists are against human augmentation, especially apotheosis. The big issue seems to stem from them wanting to keep pure humans competitive, and not allowing people to augment themselves to the point where they render baseline humanity obsolete. They also tend to believe that apotheosis, the process of replacing every brain cell you have with nanomachines, kills you. There are a few new religions, and a few new takes on existing religions. It seems that one of the programers who helped to program the Mimir, the singularity AGI, had included code for it to believe in God even though it could not see evidence of it. Hence forth, the archives it left behind does mention God on more than one occasion. This has affected the attitudes of many, so there are many protech religions, but many of the old religions still think that apotheosis kills the patient. The Houses are what became of the corporations that played a big role in the evacuation of Earth. The devastation was such that the old governments were ill equipped to manage things after the evacuation. People had lost faith in the governments and turned their eyes to the corporations that were much more successful in rescuing people. The corporations and much of the old governments eventually got together to form a new government. The corporations became the Houses. Some of the corps were big enough to stand on their own, while others found it prudent to merge together. The houses are the dominant players in the government. Currently, 4 of the 6 houses have purist views. This seems to be a factor in why human evolution is slow at the moment.
Undocking Undocking's picture
Eh, though four houses have
Eh, though four houses have purist views, it is really only Cipriani and Jinzhan that are fully on the bioconservative side. Both Dalianis and Tsarya are in between the purist and transhumanist camps, with Tsarya actually shifting its views towards being more bio-liberal.
DivineWrath DivineWrath's picture
Sorry if you were expecting
Sorry if you were expecting some updates. I've been busy. I haven't got much reading of the book done yet. Anyways, I've had some time to think things over, and it seems that the game resembles Shadowrun. My understanding of Shadowrun is limited, so forgive me for any errors in comparison. It seems that the Houses function in many ways like the megacorps. Their competition with each other has reached the point where they use less than legal means to do certain kinds of business. From what I've gathered, the game assumes that the PCs are people who do these special jobs for the Houses. In exchange for their services, they are allowed to get away with things they wouldn't normally be able to do. It seems that the security systems they have built have back doors to their programs. They may look the other way when some of them break the law. They may allow non-citizens and humans that have augmented themselves beyond legal limits to run amok. All this depends on if they think the people in question are worth keeping around for their services. Of course, the public knows nothing of these "shadow wars". The Houses are willing to clean up each others messes to keep a secret (but they expect to be compensated). Some of the things the Houses do is steal templates (blueprints), kidnap scientist, smuggle goods, start wars (guns don't sell well during peace), push political agendas, etc.
Undocking Undocking's picture
Yeah, out of the book Nova
Yeah, out of the book Nova Praxis is more like Shadowrun in style than Eclipse Phase.
puke puke's picture
pardon my grumping

I'd say it's more like "A Wizard Did It" than any kind of hard sci-fi. Eclipse Phase suffers from this a bit with the TITANs, but NP lays it on pretty thick with super technology that can neither be reverse-engineered or explored in any meaningful way.

As such, the settings hackers truly are magicians with spell lists. It misses being post-singularity as it does not really give you those ideas to play with -- some AI ascended but humanity is more or less unchanged and never really gained the ability to modify its self, on its own.

You can go with an apostate setting and explore transhuman tech, but it does go out of its way to make that difficult. The final published version may have lightened up a bit, but early drafts were very discouraging of any sort of flexibility with the technology.. "mimir did it and you cant understand how" and "the houses persecute that" and such.

Its not really post apocalyptic. It took the whole "earth is destroyed" idea, but how it was destroyed was a bit unconvincing and humanity continues to thrive among the stars. Survivalism isnt so much of a thing.

There were some neat "montage" rules, and the vehicle rules were not bad. If you like FATE, there are some interesting things to take and plug in to your own game.

I've got more to say about it, but I've been negative enough for now. There are certainly some positive qualities, and for $10 its hard to go too far wrong.

Undocking Undocking's picture
puke wrote:I'd say it's more
puke wrote:
I'd say it's more like "A Wizard Did It" than any kind of hard sci-fi.
Yeah. The later versions did revise some of the magic (base on the surface of Uranus). Most of the technology is explored in a sort of cliched Renaissance sort of way at the moment via sifting through Mimir's archives. There is a tech sourcebook planned and that may be something interesting to look at. Though I'd disagree that it can't be explored in a meaningful way.
puke wrote:
Its not really post apocalyptic. It took the whole "earth is destroyed" idea, but how it was destroyed was a bit unconvincing and humanity continues to thrive among the stars. Survivalism isnt so much of a thing.
There are only 94 million people left, which means the population of the Philippines is spread between a dozen star systems. It was something I've been bringing up since the beginning. When I run it I ignore the post-apocalyptic business besides Earth being gone and increase the population to about 10 billion. I already have other settings with humanity trying to claw their way back.
DivineWrath DivineWrath's picture
Well something I've been
Well something I've been noticing is that in Nova Praxis, the setting seems to be fairly binary, or exists on a sliding scale for many of its themes. You are either a citizen or non-citizen. You are pure or have gone under apotheosis. You are for the HPA or against it. You use the legal rep economy or you use the illegal money economy. There doesn't appear to be the option for multiple choice. In Eclipse Phase, if you are not Planet Consortium, you are not required to be Anarchist. You could be Morningstar Constellation, you could be Barsoomian, you could be Scum, you could be Jovian Republic, you could be Titanian Commonwealth. Hell, you could even be a Brinker. Nova Praxis doesn't seem to give you very many options. Also the tech limitations do feel a bit too constraining. Over 10k hours of work before you are able to develop a new useful template? The average player certainly isn't going to be able to develop a new tool or gear to deal with unique problems within the scope of a campaign. The technology is so perfect that it appears that it wouldn't be hackable if the Coalition and the Houses weren't foolishly leaving back doors to the software open.
nerol-1 nerol-1's picture
It was not love at the first sigh
I bought it too, for just 10$ It was not love at the first sigh like it was with EP. Maybe because the FATE system is new to me, maybe because I'm a big fan of 1d100. I think EP gives more possibilities, both in character generation, story type and drama. I read some parts Nova Praxis and I missed there are less than 100 milions people around. Why put so many pics of huge cities, then? :-) Ciao
il NeRo www.sentinellefirewall.blogspot.it The blog about the adventures of 4 Italian Sentinels
puke puke's picture
nerol-1 wrote:
nerol-1 wrote:
I read some parts Nova Praxis and I missed there are less than 100 milions people around. Why put so many pics of huge cities, then? :-)
I have not looked at the final release, but if it is like the early previews then I'd wager to say that it is because none of the art was made for the game. He bought the rights to a bunch of existing pieces out of an established artist's portfolio. so thats why its all sort of generic sci-fi art and all kind of feels like it is without a theme and soulless. Hmm, I seem to be more grumpy about this than I should be. I should probably limit my comments. I guess I really wanted to like it.
DivineWrath DivineWrath's picture
I did some more reading
I did some more reading yesterday. I decided I would give myself some time to think about it before posting. I was trying to post my thoughts immediately after reading, but I don't think I was getting good results. Chapter 4 - Gameplay Well first, the game reinforces the idea that the game is about the shadow wars. Its a secret war that the Houses allow. In exchange for doing jobs for the Houses, the Houses tend to look the other way when the participants of this war do illegal things. It feels artificial though, as the Houses have the means to instead end all wars and conflict permanently. From what I understand, this game is supposed to use the FATE system. I'm not yet familiar with the system, so I'm not sure how it would compare. The next part of this chapter is the dice system, which I think works alright. They use FUDGE dice (essentially d6 dice that have 3 possible outcomes; +, -, and 0). They use 4 of these dice, so the possible rolls range from +4 to -4, with 0 being the average (and most common) outcome. Like many other systems, you add your skill ranks (or equivalent stats) and add other situational modifiers. Unlike many other systems, there doesn't appear to be a dice combination that is automatic success or failure. Your outcome on a test is determined by the total result of the dice roll. There is also degrees of success or failure, but I'm not going into that. The next part is aspects and fate points. Aspects seems to be factors for characters, situations, environmental, etc that is not normal and could create favorable or unfavorable situations. For instance, being shot in the leg, a broken arm, or having the floor be slippery would be aspects. You can create aspects by spending fate points, you could create aspects if you got a very good result on a dice roll, you could voluntarily suffer a negative aspect to get fate points, etc. It sort of gets the players more involved in the game by helping them to write a story. Some aspects can be acquired through gear, augmentations, or through character advancements. A player could invoke positive results of an aspect by spending fate points (such as wanting a bad guy chasing you to slip on the slippery floor) or the GM could invoke an aspect that would be unfavorable to a player by spending a fate point from its GM reserve. A character always has the option to negate a use of an aspect used against it, but that would cost a fate point. Minor enemies rarely get to use fate points, so they are often out of luck. The next part is stress and consequences. This game uses the word 'stress' instead of 'damage'. When a character suffers stress, it is applied to a stress track which keeps track of how much stress you could suffer. There are 3 kinds of stress: physical, mental, and system (you only have it if you are a Savant). You have stress tracks for those kinds of stress you can suffer. Any time a character suffers stress, it has an option of suffering a concession instead. A concession essentially allows you to negate X amount of damage from an attack, and instead get a negative aspect. In essence, even a wound that should kill you could be converted into crippling injury (something that the setting's medical technology can fix). It should be noted that while stress (like flesh wounds) can be recovered quickly (probably before the next fight), consequences take longer to recover. However, being 'taken out' is far less pleasant. A person who is taken out is unable to participate further in the situation. The person who takes out an opponent gets to decides what happens to the opponent (in whatever way that might make sense). In combat, this could easily mean being killed. However, a character does have the option to cash out all its remaining fate points (must have at least 1 to spend) to decide what happens instead. Regardless, the outcome should always be that the character is taken out of play and suffers some loss because of it (such as loss of life or being captured by an enemy). There are more rules, such as an abstract ammo tracking system (you only need to worry if you fire a lot of bullets in a fight) or tracking and using rep, but I'm not going to get into it here.
OpsCon OpsCon's picture
This sounds more like Eclipse
This sounds more like Eclipse Phase shoehorned into Fading Suns, actually.
thezombiekat thezombiekat's picture
The incomprehensible tech
The incomprehensible tech would be annoying, but it is realistic. Consider that you can only reverse engineer something one, maybe two major design concepts ahead of you. If we all gave our computers to Leonardo davinchi. Do you really think he would have any chance of building another computer?
Arenamontanus Arenamontanus's picture
thezombiekat wrote:Consider
thezombiekat wrote:
Consider that you can only reverse engineer something one, maybe two major design concepts ahead of you. If we all gave our computers to Leonardo davinchi. Do you really think he would have any chance of building another computer?
Looking around in my room, I see some objects he would easily reverse engineer: the intricate mechanics of pens, the heating system, and the gas stove. Give him some time to experiment and I think he could figure out the electricity system and incandescent light-bulbs (unless he electrocuted himself), although how to make the stuff would likely be opaque. If somebody explained it to him I think he would be able to make a crude generator. Given an understanding of what an electric motor is he might learn interesting things from the fridge and washing machine. The biggest problem is that 15th century economics would make many of the devices (copper wires and ball bearings, for example) rather expensive to make - especially to the precision needed. The computer and smartphone are indeed opaque. In order to manipulate them properly you need tools dependent on nearly equal technology, which in turn requires technology nearly equal to them, and so on. Maybe one could measure the depth of a technology by how many layers of tech are between them and simple objects: the chairs have shallow depth (you could make them with carpentry tools, which can be made using simple metal working, which requires simple mining), the fridge medium depth (you need machine tools, plastics and special chemicals, each of which requires several layers) and the computer deep depth. Applying this to alien or postsingularity tech: much depends on whether the entities using it use a mixture of depths or just a deep depth (e.g. everything is nanofactured as a solid block of smart nanostructured material). In the later case there is practically nothing that can be learned, although one can always do the counterparts as using CDs as jewellery and a computer as a shield. In the first case one can learn things from medium and shallow depth objects. Even if you cannot figure out the hows and whys of a fridge, you might be able to replicate it or at least some nifty pump mechanisms. The problem with medium depth tech is that the infrastructure to make it might be too tough to manufacture: imagine learning how to make really good computers today, but they required solid blocks of diamond and megawatt beams of muons. Some technology is just obvious when you see it, but hard to invent. Like writing: very few independent discoveries, but once you see it you can invent your own version fairly simply. Maybe some alien tech is just like that.
Extropian
puke puke's picture
How it could have been
I think I've been able to distill my largest gripe with NP. I'll explain it by contrasting it with another post singularity sci-fi Fate game: Diaspora gives you a loose framework for a setting and a tool kit to make it your own in any way you see fit. Tech levels go up to 4, which is basically magic, after which there is a collapse and whomever does not transcend can rebuild from some lower tech level. You can basically make shit up as you go. NP gives you a very strict setting with little to no technological variance, and the entire tone of it is "This is my ball, so you can either play my game by my rules or I'm going to take my ball and go home." The greatest strength of Fate is that it is extensible and hackable and tweakable, but NP takes a setting that should be RICH with customizable candy and totally stifles the idea of making it your own in any way. Maybe a "Fading Suns" style setting (which I loved, by the by) should have incomprehensible quasi-magical technology -- but even Fading Suns was ripe for tweaking and house-ruling. I guess I don't play anything quite the way it comes out of the box, not even EP. Did I say "Distill"? What I meant was that I was going to ramble pointlessly again. Has anyone checked out the new supplements from Voidstar? Any good?
Undocking Undocking's picture
puke wrote:
puke wrote:
NP gives you a very strict setting with little to no technological variance, and the entire tone of it is "This is my ball, so you can either play my game by my rules or I'm going to take my ball and go home." The greatest strength of Fate is that it is extensible and hackable and tweakable, but NP takes a setting that should be RICH with customizable candy and totally stifles the idea of making it your own in any way.
I treat it like Shadowrun or Eclipse Phase and change what I want when I want. No one from Posthuman has taken their setting away from my group because I made the Jovians sympathetic and less villanous (separate tangent, I know). And Mike from Voidstar didn't show up when I unkilled Earth, said Venus' surface colony was dumb, added a couple factions and tech, increased the population, and added aerostats everywhere. Nobody is stopping you from tweaking NP in rules or setting. And for what its worth, I find its greatest strength to be the aspect mechanics.
puke wrote:
Has anyone checked out the new supplements from Voidstar? Any good?
The GM manual for NP is out this quarter, and Mike actually comissioned NP specific art, which is cool. I plan on picking it up.
puke puke's picture
That sounds good. I like the
That sounds good. I like the stuff in principal, and certainly want him to be successful. More games of this sort are good for everyone.