AggroChat #76 – The Tron 2.0 Show

Lithtech 2015-09-26 13-33-09-65

Tonight we celebrate our Eighth Aggrochat Game Club game, Tron 2.0.  What makes this week so interesting is the fact that this is a game from 2003.  For a point of reference this is the year that the original Call of Duty was released, as well as the PC port of Knights of the Old Republic.  This is an era when the Quake 3 engine still reigned as the king of all shooters, and people were branching out to do some interesting things with the FPS model.  The results of this week are a bit mixed, and represents the first time we had a few people reach rage quit moments.  Listen into the show to see how our group fared and some of the commentary we have about this interesting title.

Thalen Reads The Dreamstone

They will not be wise, who set foot in Ealdwood. - Arafel
This week we take a look at a fantasy story with roots in Celtic mythology. The Dreamstone, by C. J. Cherryh, centers around the last remnant of Faery upon the earth, and it's guardian, Arafel, the last of the Daoine Sidhe.

Thalen Reads The Dreamstone

This is actually the first of Cherryh's books I've read. She's been on my list of authors to try for a while, and I do still intend to get to some of her more famous works in the future. Based on what I've read here, I expect them to be a good read.

The Dreamstone is another of those works which combines multiple previously release works into a full novel. In this case we have two parts which are connected primarily by location and the presence of Arafel. The course of the novel spans some decades and most of the mortal characters from the first section of the book are years dead when the second section begins.

In an unnamed kingdom somewhere in the British Isles (most likely somewhere in modern England near the borders of Wales) a rebellion against the rightful king has recently succeeded and the former lord Niall, who remained loyal, flees his enemies. Taking shelter in the Ealdwood, he draws the attention of Arafel, last of the Daoine Sidhe, who refuses any direct aid but guides him to a protected valley where those who are lost can find refuge.

Years pass, until events lead Niall's villainous cousin Evald to invade the Ealdwood and come into conflict with Arafel. When word of Evald's death comes to Niall, he leaves the valley to retake the lands his cousin had usurped from him. He marries Evald's widow and accepts her son as his own heir.

Decades later, Niall has died and his heir rules in Caer Wiell. The old king's heir has come of age and has launched a campaign to retake his throne. After a great battle is won, a messenger is sent to warn Caer Wiell of enemy forces come to try to take it in an attempt to hold it against the king. His path takes him into the Ealdwood, where he meets Arafel and ultimately brings her to the aid of Caer Wiell, though not without cost to himself.

The Dreamstone is a book that focuses on one small area while great conflicts occur in the background. The old king is already dead by the time the book starts, and we barely meet his heir many chapters later. The kingdom and its fate isn't what matters here; this is really the story of Arafel and her somewhat unwilling part in the human conflicts near her home. Elves in this book are very much in the classic Fair Folk vein; mischievous and given to stealing people away to Faery (though not, in Arafel's defense, from any real malevolence.)

The Dreamstone is also a quiet book, mostly concerned with character interaction and the intrinsic conflict between man and elf. There is a battle near the end of the book, but it's secondary to the conflict within the messenger who convinced Arafel to aid them, and the conflict within Arafel herself regarding mortals and her place in a world where Faery has nearly withdrawn entirely. To anyone with an interest in Celtic mythology I can recommend this as an interesting take on the concepts.

Thalen Reads The Dreamstone

They will not be wise, who set foot in Ealdwood. - Arafel
This week we take a look at a fantasy story with roots in Celtic mythology. The Dreamstone, by C. J. Cherryh, centers around the last remnant of Faery upon the earth, and it's guardian, Arafel, the last of the Daoine Sidhe.


This is actually the first of Cherryh's books I've read. She's been on my list of authors to try for a while, and I do still intend to get to some of her more famous works in the future. Based on what I've read here, I expect them to be a good read.

The Dreamstone is another of those works which combines multiple previously release works into a full novel. In this case we have two parts which are connected primarily by location and the presence of Arafel. The course of the novel spans some decades and most of the mortal characters from the first section of the book are years dead when the second section begins.

In an unnamed kingdom somewhere in the British Isles (most likely somewhere in modern England near the borders of Wales) a rebellion against the rightful king has recently succeeded and the former lord Niall, who remained loyal, flees his enemies. Taking shelter in the Ealdwood, he draws the attention of Arafel, last of the Daoine Sidhe, who refuses any direct aid but guides him to a protected valley where those who are lost can find refuge.

Years pass, until events lead Niall's villainous cousin Evald to invade the Ealdwood and come into conflict with Arafel. When word of Evald's death comes to Niall, he leaves the valley to retake the lands his cousin had usurped from him. He marries Evald's widow and accepts her son as his own heir.

Decades later, Niall has died and his heir rules in Caer Wiell. The old king's heir has come of age and has launched a campaign to retake his throne. After a great battle is won, a messenger is sent to warn Caer Wiell of enemy forces come to try to take it in an attempt to hold it against the king. His path takes him into the Ealdwood, where he meets Arafel and ultimately brings her to the aid of Caer Wiell, though not without cost to himself.

The Dreamstone is a book that focuses on one small area while great conflicts occur in the background. The old king is already dead by the time the book starts, and we barely meet his heir many chapters later. The kingdom and its fate isn't what matters here; this is really the story of Arafel and her somewhat unwilling part in the human conflicts near her home. Elves in this book are very much in the classic Fair Folk vein; mischievous and given to stealing people away to Faery (though not, in Arafel's defense, from any real malevolence.)

The Dreamstone is also a quiet book, mostly concerned with character interaction and the intrinsic conflict between man and elf. There is a battle near the end of the book, but it's secondary to the conflict within the messenger who convinced Arafel to aid them, and the conflict within Arafel herself regarding mortals and her place in a world where Faery has nearly withdrawn entirely. To anyone with an interest in Celtic mythology I can recommend this as an interesting take on the concepts.

On Creation, Part 2

…and we’re back!

Obligation

Each of the three core books has a unique mechanic for player characters, intended to guide their actions in subtle and sometimes not-subtle ways. Age of Rebellion uses Duty, to represent your affiliation with the rebellion. Force and Destiny uses Morality, which tracks where you stand with respect to the Light or Dark side of the force. Edge of the Empire Uses Obligation, which is a representation of the debt (real or figurative) that your character owes. This could be actual debt, or a price on your head, or even something like a strong sense of accountability to something. In addition to a description, it also has magnitude that may have mechanical effects. Higher values mean you’re more worried about whatever it is, and it’s more likely to come up in play.

The suggested order of character creation has you determine your obligation as the first step, which can be chosen or rolled randomly. We’re going to go with the Dutybound obligation for Aragos, representing the bounties he is supposed to be out pursuing while the party’s interests may or may not align with this goal. The starting obligation value for a group of 4-5 players is 10, but that number isn’t necessarily fixed. For additional XP or credits at character creation, you can take additional obligation, up to your starting value. The starting value of 500 credits is rather low, so for Aragos we’ll take 5 more obligation for 1000 more credits.

As for your character’s specific motivation, there is a mechanic to roll this randomly if you wish. I personally would rather just build it into the background of the character. This is really the only part that varies depending on the core book you’re using.

Starting Gear

Unless you take additional obligation (or make similar decisions re: Duty or Morality), you’ll start with 500 credits, which really isn’t a lot. It’s somewhat unlikely that your character will be able to avoid conflict altogether, so you may want to put some of this into a weapon. Armor is more optional, as it tends to be heavy, expensive, and of questionable effectiveness, but you’ll probably want at least basic clothing. (Some specializations can use armor more effectively, however.) A comlink is also suggested, as it’s cheap and very useful. From there you can take other things that suit your character.

For Aragos, we’ll keep it relatively simple. A Blaster Rifle is 900, Heavy Clothing is 50, a Comlink is 25, and a Combat Knife is another 25 (I started with one of these and never used it). For other gear we’ll take 2 sets of Binders (50), A utility belt (25), Extra Reloads (25), a Datapad (75), a few Glowrods (30), Scanner Goggles (150), and a Backpack in case I have to carry all of that at once (50). That still leaves 95 credits for anything that might come up. You will also start with 1d100 additional credits that can’t be spent on starting gear, and whatever miscellaneous small items that you might think of that aren’t large enough to be tracked on your character sheet.

Finishing Touches

To finish up, a character needs a name, a description, and a personality. The Obligation and Motivation steps are actually somewhat helpful at filling in the gaps here, but this is really up to you. As mentioned, I tend to do that in reverse.

There’s also a group component, in that you can start with a particular resource that also varies by books. I’m not sure how this would be handled in a case where a group had mixed characters, but this is usually either a ship of questionable quality (except for maybe the YT-1300 in Edge of the Empire, and even then you’re gonna want a mechanic) or a justification for a party bonus (which may have other benefits). Decide among your group and GM what you’re going to take here.