[REVIEW] Diaspora
Apr. 14th, 2010 05:50 pmTitle: Diaspora
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Description: Diaspora is one of two* recent science fiction games that use the FATE system of Spirit of the Century (and the upcoming Dresden Files RPG). The FATE system is an interesting outgrowth of FUDGE that adds the ability to tag and compel various Aspects of a character using Fate Points and Stunts to the basic FUDGE system. There is an SRD for the FATE system that can be found here (as well as rumours of an upcoming FATE core book from Evil Hat). FUDGE and FATE traditionally use a set of 4 unique six-sided dice (although an alternative method is to use 2 normal six-sided dice).
This game is also interesting because the publishers refused to produce a pdf version for a very long time, citing that they felt that the game had been designed and laid out for a physical book, and that they would only produce a pdf by laying out the game specifically to that format. Given their attitude that "they didn't care if they made a profit" and where "just doing it as an act of love" sparked a great deal of interesting internet discussion over the status of amateur and professional game publishers and the role that pdfs have in the game industry. Which is interesting, because the recent pdf release (which is the source of this review) doesn't really feel like it has been released with this in mind), and feels more like a POD source for the original book, with some additional explicit content linking, rather than something specifically designed for ease of use in an electronic version.
[* The other being Starblazer Adventures.]
Setting: The setting is probably the most important thing about Diaspora, simply because there is no setting. Instead of a wide galactic mileau, Diaspora creates a small isolated cluster, with one unique system for each player, as the initial part of the character generation process. Each player rolls dice to determine the basic "attributes" of each system, those being Technology, Environment, and Resources, and then provides the system with two Aspects, such as "Balkanised," "Waterworld" or even something like "Famed for the beauty of it's women" or "Best shopping malls in the cluster." These systems are then linked randomly by slipways (think wormholes that require a "slip drive" to trigger). The players then work out how each world is involved in the microcosm of the cluster and should then add a third and final Aspect to the system to represent this, after which they should right a paragraph or so describing the system. This then becomes the universe in which adventures take place. Each system is likely to be quite different, representing the infinite possibilities that were realised as humanity spread to the stars. Hence Diaspora.
And actually I was lying when I said there was no setting. There are several basic assumptions built into the universe. Firstly, it is a "hard SF" setting that presupposes no paradigm shifts or accidental discoveries in the future, with the exception of the availability of the slipstream FTL drive (which apparently defies explanation). Thus there are no reactionless drives, anti-gravity, force fields, cloaking devices and other examples of technology that requires such assumptions. It postulates a continuous improvement in material science, nano-manufacturing, energy generation, artificial intelligence and ubiquitous quantum-scale computing, biosciences and genetic engineering, but nothing that can't be described by current theories. Except, of course, the slip drive. It also postulates a technological singularity (cf Vinge et al), with the highest tech level being presumably insular Pre-Collapse societies, which are doomed to either extinction because of a failed science experiment, or inevitable ascension.
Character Generation: Fairly standard for the FATE system. Character's start with a pyramid of 15 skills ranging from Superb to Average in ability. They get to choose ten Aspects for their character, two in each phase (Growing Up, Starting Out, Moment of Crisis, Side-Tracked, On Your Own). And three Stunts that aid your character in becoming more awesome than the average character. Stunts are handled much more mechanically than in Spirit of the Century and Starblazer Adventures, where they tend to be much more evocative.
Like Spirit of the Century, this game assumes that characters are really at the height of their abilities, and there is no mechanism for improving the character once it has been generated (although it may be altered). However this is not a problem, after all, Traveller, one of the oldest (1977) and most popular science-fiction games had no mechanism for character advancement.
Mechanics: Standard FATE. The Fudge Dice alter the character's standard ability to gain a result level (eg, a roll of +1 converts a Superb ability to a Fantastic result). Characters and the gamemaster can tag an Aspect to either gain a bonus or reroll, or to compel the character to do something appropriate to the Aspect, by using or awarding Fate Points (which is the effective currency of the FATE system). Damage manifests on one of the character's Stress tracks (Health, Composure, Stress), or a character may elect to absorb damage by taking an appropriate Consequence (which affects future play).
There are interesting applications of the basic system to space travel and combat (a large focus of the game) and, more importantly, economics (something often missing from narrative-based systems), but vitally important for the typical player trained by Traveller. It is interesting that they make a distinction between personal combat and social conflict. The objective of personal combat is to damage something, whilst social conflict acts to maneuver the characters involved in it. In normal FATE these are identical, albiet with different sorts of Consequences taken when one fails.
There is also a heavy wargaming focus, both in the provision of a mass-combat system, and in the fact that things like societal manipulation is handled fairly abstractly. It is presumed that the players will be movers and shakers (or at least wildcards) in the events and social evolution of the cluster.
Thoughts: The fractal nature of the game is interesting, in that the same game system defines the nature of systems, characters, spaceships, and troops. Limiting play to a small cluster allows the players to interact more fully with the universe, rather than passing through a universe filled with cardboard cut-out planets. Putting an upper cap on the Technology index removes most of the "sufficiently advanced" magic-tech from the game and bases it firmly in the realm of physics as we understand it. But for such a small cluster where the worlds are in such close contact I think the negative tech-levels are far too harsh. After all, technology tends to transfer. I did feel that the environmental factors were a bit too generous though, but resources were just about right. Some of the implicit assumptions of the game are not neccessarily ones that I would agree with, but they do make life running the cluster much easier.
And this leads me to what i don't really like about the game, which is the marginalisation of the player character and activities that take place on the personal scale. The vast majority of the rulebook is dedicated to the big picture, involving the interactions in the cluster. Even the example for social conflict was trying to manuever two systems into war or peace by manipulating various political factions. Whilst I have no personal objection to this, it definitely moves it much more into the strategic gaming arena for me. In this regard it does itself an extreme disservice in seperating play into four distinct arenas, with very little interaction between them (say, compared to Reign or Aria).
I also felt that the Stunts were particularly uninspiring compared to the suggestions in Spirit of the Century and Starblazer Adventures. Similarly, whilst the suggested Aspects were more evocative, they did rather run to the pedestrian. In either case, I think the designers have relied heavily on the players of this game already being familiar with choosing appropriate Aspects from Spirit of the Century and felt that they didn't really need to cover it in any great depth. Then again, it is difficult to provide very many good examples of Stunts and Aspects when you really have no idea of exactly what universe the players will come up with.
Also I found the rules to concentrate far too heavily on detailing the mechanics, at the cost of failing to evoke a feeling about the game. In short, eading the rules didn't want to make me immediately want to play the game, which given the large number of other games that do make me want to run them, means that a Diaspora game will never see the light of day (it's not even really suitable for a short, off-the-cuff, pick-up game at a con).
It's a game with a single Great Big Idea, in that it allows the players to own the universe that the players are adventuring in, sharing the wonder of universe creation that was previously the sole province and joy of the gamemaster. This also effectively allows any of the players to take a turn at gamemastering the game, since it doesn't privilege one player over another. However I feel, now that the idea is out there, others will run with it more successfully.
Rating: Good (Minus). [But I'm much more likely to use the ideas contained in it in my next strategic space campaign than my next space-based role-playing game.]
Two space games, both based on the FATE engine, released almost simultaneously, was just begging for comparison, as unfair as it may be to both, because they are really designed to do different things. But it was interesting that one game had me wanting to design a hero of the Space Patrol immediately, while the other had me going "interesting idea" for a chapter or two, and then getting less and less interested in running the game as I read on. Although an obvious response is to combine the cluster building exercise of Diaspora with the the way Starblazer Adventurers handles the FATE system, filling in the holes each game has with the other. Oh well, roll on the release of Dresden Files RPG and the next expansion for Spirit of the Century for more FATE goodness. |