Skip to main content

Solar Blades & Cosmic Spells - Communication and Scene Resolution

Artwork by Louis Glanzman
What I am sharing today is not really ground braking but makes some parts of the game clearer. Since I received some questions about these aspects, I wrote a bit about it.

Language and Communication


In a vast the Universe of Solar Blades & Cosmic Spells, a large number of languages are used, and even machines have their own code of communication. Although this could prove a tough challenge for the adventurers, in the stories that inspired this game, this was never really a barrier, or at leasts, not for long. As such, there exists a universal tongue that most sentient beings in the galaxy can speak (inhabitants of isolated planets are probably an exception, as are xenophobic cultures who refuse to learn the language of others), or at least understand, a language originated in the glorious days of the Old Empire. But how do we know if a character speaks a specific language?

My first suggestion is looking at the character’s Concept. Does it make sense that a “Diplomat” knows the language of a species that is in all the spaceports around the Galaxies? Probably. Does a mechanic that hails from an backwater planet should know the same language? Probably not. If you are still in doubt, ask for a Luck Roll. Lucky characters have learned languages without even realizing.

As Kaylia enters the bunker, a group of masked humanoids covered in rags springs from the shadows, all wielding makeshift pistols. One of them steps up and start speaking in a high pitched voice a language that sounded like bubbles forming under the sea. Kaylia, being from an isolated planet, never heard of such language before.


Action and Scene Resolution


Most of the time, we roll dice to find out the outcome of an action. You fire your pistol against the Skeleton Soldiers of the Galactic Overlord, you make an Attribute Test. You try to jump over the chasm when the Punishers are behind you, you make another test. A test represents the attempt of an action, and that usually takes a few seconds in the game world.

However, some tests can represent more than one action. When a character spends hours browsing through the old records in the ruins of an archive, the player makes just one Attribute Test, instead of hundreds of them for each file they searched through. To properly file the right forms to get the cargo liberated by the bureaucrats of the Great Nova Station, you only make one Attribute Test, even though you had to fill dozens of forms and go to their office six times.

Ultimately, it’s up to the Overlord to decide how a task will be resolved, using tests for single actions or to represent a whole endeavor or scene in the ongoing story.

After a quick escape from the bunker, Kaylia climbs on the motorcycle and speeds away. Soon enough, some of the strange humanoids start to follow her on their wheeled vehicles. Now she is being chased, and she will try to outrun them. The Overlord now has to decide if he will ask for a series of test for each maneuver she tries or if he will resolve the whole scene with a single Attribute Test. He opts for the later, and asks for a Difficulty 2 Agility Test. Kaylia’s player rolls a 2, which is a failure, but since it’s still under her Attribute score, he opts to let her succeed but with a cost. She is free from her pursuers, but she ran out fuel, and a gigantic desert worm has just sprang out of a nearby sand dune towards her.

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

How to never describe a dungeon!

Artwork by Luigi Castellani I've heard it a thousand times. You probably heard it too. Some people , I don't know why, say that dungeons , especially large ones, are boring . The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why. Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from. You never describe a dungeon like that . There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon w...

My RPG Zine Trilogy is on Kickstarter!

 I can't believe I didn't post about it here! The Dead are Coming, Screams Amongst the Stars and Running Out of Time are on Kickstarter right now! These are 3 complete games, made using the system of Electric Bastionland and Mausritter as the basis (and with some modifications to fit my vision for each of them). As with my games, they all come filled with many tools and tables to generate gaming content, adventures, locations, NPCs and much more. They are compact, easy to use, and equipped to provide you with years of entertainment! Here's a brief description of each of the games. The Dead Are Coming The first of them is called The Dead Are Coming, a minimalist, OSR style RPG about survival in a post-apocalyptic world where the dead have risen and other survivors can be much worse than the undead. Characters in this game are common people who have been struggling to survive, find their loved ones, keep them safe and just trying to keep living. They all carry resources like...

The Faithful - An Optional Archetype for Sharp Swords & Sinister Spells Revised Edition

Work on the revised edition of Sharp Swords & Sinister Spells is moving along. This will be a hefty tome, with a LOT of tools and new options to customize your campaign, keeping the style, simplicity and flexibility of the original game. Today I come to present my lateste addition to the draft, a new Archetype for those that want to insert some elements of more tradiotional fantasy into the game. The Faithful is an archetype inspired by the Cleric of more popular RPGs, but with some twist to fit SS&SS better. Following it, there is a sample "God" to use with it. The Faithful The gods have chosen you to represent them in the mortal realm, or at least that’s what you believe. Most of the priests, monks and shamans perform their rituals without any hope to get an answer from their patrons, but you know you are being listened to. Your patron, your god or your ancestors help you and those that they deem worthy through you. Your faith can actually operate miracles. ...