Do you know I’ve been doing this blogging / game writing nonsense for about 10 years? Wow. That was never the intent. In fact, there was no intent – just me goofing around. I certainly never intended to write and publish books when I started.
So here I am, all these years into whatever the heck I’m doing, and I figure maybe it would be fun to look back. Today, I decided to jot down a few thoughts about an early publication of mine, and probably a mostly forgotten one, called Tales of the Space Princess.
Space Princess started out as my response on a message board thread that asked why science-fiction rpg’s had not become as popular as fantasy rpg’s, specifically Dungeons & Dragons. I don’t remember the other responses to the thread, but they were all genre-specific. My theory was that it had nothing to do with sci-fi vs. fantasy. D&D worked because it was a game above all else. Players controlled characters who wandered around a maze in search of treasure. Monsters and traps hindered them. Simple. Anything could be grafted onto D&D, and with each fun thing you added to the mix, D&D became itself more popular. It just so happened that the game was born out of a fantasy supplement to a medieval wargame.
The problem with early sci-fi games, I figured, was that they set out to replicate sci-fi movies and stories. RPG’s aren’t very good at that. Stories have plots, with characters under the writer’s control. They have pre-determined outcomes, which is anathema to games. Checkers works because you don’t know who will win – black or red. Dungeons & Dragons, early on, was the same way. If the characters died delving for treasure, you made new characters. Their death didn’t disrupt a plot – the characters were not central to a story, they were just “avatars” of the players. As a game, this works beautifully. In a novel, it would suck.
I went on to surmise that a sci-fi D&D could have been as popular as the fantasy D&D with the same focus on being a game that borrowed the trappings of science fiction. I took Star Wars as an example. In Star Wars, Luke, Ben, Chewie, Threepio and Artoo venture into the Death Star to rescue Princess Leia from Darth Vader. If we make this more generic, we get a party of adventurers go into a space fortress to rescue the space princess from the dark lord.
Of course, this got my brain popping, so I decided to actually write the game I was describing. I had published a few NODs and Pars Fortuna (more on that in another post), so I figured why not try something else new. I didn’t exactly base the rules entirely on the SRD because I wanted to try some new things. The characters, for example, didn’t have levels. You could start them out as novices, veterans or old-timers – their skills improved with age, but they got fewer luck points to get you through scrapes. This was designed to deal with the fact that, in the source material, you had young Luke Skywalker, old Ben Kenobi and Han Solo somewhere in the middle. How do you make a game work so that different “levels” of characters could adventure together? I had a similar challenge in Mystery Men – the Superman/Batman conundrum. Did my idea work? I decided to use “luck” as a balancing mechanism. Did it work? Heck – that’s for others to decide.
Beyond the rules, I tried to pack the game with all sorts of sci-fi stuff just the way D&D packed in the fantasy tropes. The playable species included humans, of course … which included anything that was basically humanoid and didn’t have special powers … androids and gynoids and “aliens”. The alien species had rules to allow all sorts of alien species to be created, either in imitation of species from existing sci-fi properties – such as vulcan and wookies – or something completely invented by the player.
The classes in the game are psychic, scientist, scoundrel, space ranger and star warrior. Looking through the book for the first time in years, I realize that I had forgotten about my sample characters in the game – Athena Laserwolf, the human star warrior (and an obvious homage to Morgan Ironwolf), Scrimshaw McGurk, the human scoundrel, and Zazzix, the alien psychic. The original art in the project was done by Jason Sholtis, and it was fantastic. It’s fun to rediscover things you wrote long enough ago to have forgotten!
For monsters, I tried to hit the highlights of sci-fi. Space brothers from UFOlogy rub shoulders with the ro-man from Robot Monster and martians from Santa Claus Conquers the Martians. The olvugai from Pars Fortuna made it into the game – I love sticking things from one of my games into others, to keep them all in the same “universe” – as did H.G. Well’s martians as zarks, the vulcans and klingons as red and blue voltans and the vampire from TV’s Buck Rogers made it in as the space vampire. I stuck girallons in the game because they were inspired by the white apes of Burrough’s Mars, and flail snails because I love flail snails. The point was to mix and match all sorts of nonsense to build gonzo space fortresses (i.e. dungeons), and that was what I did. I also included a way to build random (or non-random) alien animals.
I kept the equipment pretty simple, with some basic gear like weapons and spaceships, and then super-science gear – essentially the same as magic items.
Gameplay was designed to be divided into two phases. The first was the exploration of the space fortress to find and rescue the “space princess”, which can be an actual captive princess or a captive prince, or super weapon, or space station plans, or whatever you want it to be. The second phase is where the adventurers escape in their spaceship. They need a few turns before they can jump into hyperspace, and in the meantime have to battle some enemy fighters, a la Star Wars. Just as old D&D didn’t really deal with life outside of dungeon delving and stronghold-building, Space Princess kept it simple.
Space Princess … it originated in a message board discussion, turned into a chance to try new things in a game, It was a fun little experiment for a new author. Looking through the game, I’m actually pretty impressed with how much stuff I packed into a 44 page game! I guess maybe I should pull Tales of the Space Princess back out and give it another go. My daughter had a blast testing it when she was 14, and I think we have the old character sheets tucked away somewhere …
Tales of the Space Princess was one of the first games I picked up when I was getting into non-D&D games, and I brought it up fondly just recently!
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Space Princess has been on my mind quite a bit. I scribbled notes for a sword & planet setting a few months ago, and TotSP seems like the best system for it. Haven’t gotten past some notes and a simple star chart (binary systems! Trinary systems! Double planets with moons! The neutral Planetary Archive of Knowledge! Evil craboid aliens bent on invasion! The Kurius Beyst! And the key to it all…Zether energy!) but it’s getting there.
Para Fortuna is still the best.
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Thanks folks – I appreciate the kind words for old Space Princess!
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I never actually ran Space Princess, but I loved reading it. I even designed a dungeon or two using the book (alas, these notes are probably lost in an enormous pile of folders and sheets at my parents’ place).
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Space Princess was/is great. Although Pars Fortuna will always be extra special!
Here’s to 10 more years!
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Thanks brother – I appreciate it!
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