Showing posts with label star frontiers. Show all posts
Showing posts with label star frontiers. Show all posts

Thursday, January 18, 2024

Star Frontiers "Appendix N"

Jim Burns

Star Frontiers has a list of "Reading for Fun and Ideas" but (and I'm not the first to point this out) it's really just a grab-bag of good and/or classic science fiction. The relationship between the list and SF's explicit and implied setting and the sort of elements that would show up in a game are elusive. It isn't anything like a "how-to" manual.

So I thought it was worth coming up with a list of inspirational media that is more to the point. This will be my perspective; I make no claims about what works the original authors made in mind. I will, though, at least for the works I dub "core," try to stick to works that could have been inspirations back in 1982.

The Core
General features: A lack of focus on cybernetics, dystopia, interaction with inscrutable aliens, common psi, or space empires. They tend to have generally a more upbeat (at least not brooding or dour) tone and a focus on adventure rather than tech. 

CJ Cherryh - The Pride of Chanur. Interesting but accessible aliens. space trading. 

Alan Dean Foster - Humanx Commonwealth series, particularly the subseries of the Adventures of Flinx and Pip. Strong human-alien cooperation (and with insectoid aliens), conflict with another alien species, unusual planets for adventure.

Andre Norton - Solar Queen series. Corporate-centered space travel and free-trading. Mysteries of previous civilizations on isolated worlds.

Jack Vance - The Demon Princes series. Travel between core worlds and a frontier region, Space criminals and cops. Strange societies.
                     Planet of Adventure series. Stranded on an alien planet after a crash with a lot of weird stuff going on.

Ralph McQuarrie

The Frontier
These works are either post-1982, have fewer elements of homology to the Star Frontiers settingor both.

Brian Daley - Han Solo Adventures series. fast-paced adventure, human-nonhuman cooperation.
                     Hobert Floyt and Alacrity Fitzhugh series. friendly aliens, humorous and picaresque.

Edmond Hamilton and others - Captain Future series. space criminals and mad scientists. A smaller number of worlds.

Film/TV:
Buck Rogers in the 25th Century. More action pulp than serious sci-fi. Costume design aesthetic of roughly the same era as the game.

Firefly. Smaller setting. ragtag crew like a PC party.


Comic Books/Strips:
Atari Force vol. 2. '80s science fiction aesthetics, friendly humanoid aliens.

Star Hawks. Space law enforcement.

Star Wars. The post-Empire Strikes Back era of the comic has aesthetics not unlike the game, and the comic and comic strip at times have more general Space Opera plots.

Thursday, December 21, 2023

On The Frontier


My recent readings in science fiction have had me thinking about Star Frontiers. The setting more than the game mechanics. I've done various riffs on the species and things before, but I don't think I've ever really thought about how I'd run it "straight"--at least not since I ran it in middle school. Here are some bullet points of things I've thought of:

Managed Tech
"We of the Institute receive an intensive historical inculcation; we know the men of the past, and we have projected dozens of possible future variations, which, without exception, are repulsive. Man, as he exists now, with all his faults and vices, a thousand gloriously irrational compromises between two thousand sterile absolutes – is optimal. Or so it seems to us who are men."
- Jack Vance, The Killing Machine
Technology marches on and Star Frontiers is very much retrotech, which I would mostly keep, I think, but rather than just pretend technology never advanced in some areas, I like I would lampshade it with the existence of something like the Institute in Vance's Demon Princes novels that limits the available technology. Perhaps they do so because of the excesses of the past? Maybe AI or transhumanism or both drove humanity to Frontier Space from their homeworld?

We're Pan-Galactic

The pervasive Pan-Galactic Corporation could drive things in a cyberpunkian direction, but I think I would want to wink at the dystopian potential of this rather than making it the primary theme. Corporate futures aren't uncommon in science fiction pre-cyberpunk (it shows up in the 70s comic Star Hunters, for instance) but I'd think I'd want to take a sort of American Flagg! or 2000AD satirical nod to it rather than make everything about fighting the system.

Rockets

Star Frontiers doesn't mention any sort of gravity generating tech and Knight Hawks has ship decks aligned like floors in a skyscraper. I'd retain that hard(er) science fiction approach.

Thursday, January 14, 2021

The Solar Frontier


In a universe other than our own, the early observations of the planets were not proved fanciful misperceptions by the march of science, but instead bolstered by it. By the time space probes were sent, the people of Earth knew Mars and Venus were inhabited.

In time, the three species of the inner planets formed a partnership: the Vrusk of Mars, and from fecund Venus the Hadozee and Dralasites. With their combined efforts, the alliance of worlds made rapid scientific advances, and they would need them. Beyond Mars, the Alliance encountered the vessels of a mysterious new civilization, one that would eventually learn was called the Sathar.

There were other species out in the deep beyond of the solar system, but the Sathar ruled there and they had turned their double-pupiled gaze to the inner worlds.