Vargr with horns. Or other new things.....

Infojunky

Mongoose
Ok, eh, hem.

>mumble...< Where to start..... where to start. >/mumble...<

What do you do with Aliens?

Which is your favorite? Why?

Which do you despise? Why?

Do you add any of your own? Details?

Me, i believe that the Hivers are the bee's knees, capable of providing many wonderful and non-intuitive clues and hooks in the guise of reason. (My biggest wish is a Hiver "hand puppet" I can put on while I am Hiver-ing my players)

Right now My rule for adding Alien races is that there has to be a miniatures line (in 15mm of course) for it to be added.
 
While I enjoy playing aliens (Aslan in particular), as a Referee, I would rather use aliens as NPCs.

Lots of races mixing together in peace just never rang true with me, we can't even mix peacefully with our own species!

So my games tend to be human centered with aliens "out there".
 
Ok but more to the point what have you added?

What are your opinions?

I didn't ask how, Or I would have mentioned trotting out the system presented in Dragon 100 (I think that is the number).

This is more about the ideas than rules.
 
I don't allow player character aliens. Unlike elves and other fantasy races, I like my aliens to be taken seriously which means making them weird and often mysterious.

I've used the genetically-engineered Vargr and have converted the Aslan to big-cats altered in a similar manner (and ruling a much smaller area of space). I like the Aslan but couldn't buy them as non-Terrestrial in origin -- just too cat-like.

I've kept the droyne/Ancients fairly close to canon with some minor modifications to make them a little more alien (mainly to biology and body structure). One (a Sport) is currently acting as a patron for the party and has proven very fun to run as an NPC.

I'm dying to use the Hivers but haven't had a chance yet. Don't know if I will ever use the K'Kree or not -- they're a bit like horses with arms to me. I haven't used any minor alien races yet -- they seem a bit too common for my tastes. When I bring one in, I want it to be for a reason.

Beyond that, I've mainly had fun playing with variant human cultures: hive minds, Soldaten-run pocket empires, religious theocracies, etc. Humanity has plenty of variety for me.
 
Travellingdave said:
Beyond that, I've mainly had fun playing with variant human cultures: hive minds, Soldaten-run pocket empires, religious theocracies, etc. Humanity has plenty of variety for me.

I'd be interested in hearing how you do human hive-minds...
 
FreeTrav said:
I'd be interested in hearing how you do human hive-minds...
I stole some ideas from Micheal Swanwick's brilliant Vacuum Flowers and made the Clades: An Imperial subculture usually represented by small travelling groups (typically about 20 individuals) who share a linked electronic consciousness via laser, radio and computer implants. Since they're NPCs, I handwave some of the game mechanics, but I do give them a shared INT stat that raises or lowers based on the number of individuals connected to the Clade at one time (Avg linked INT around 14 -15 for a typical group).

They are technical virtuosos, but are shunned and distrusted by most Imperials as deviant and overly cyborged. Communications is a constant concern for them, since losing com with the group can result in a sudden radical drop in comprehension (their avg unlinked INT is about 6), possibly followed by a severe panic attack. And, yes, they are master hackers.

I had a great game where the party befriended a Clade that was trying to get a commercial contract at Flammarion but soon became caught up in an intrigue involving both Ling Standard Products and Imperial Intelligence.
 
Travellingdave said:
FreeTrav said:
I'd be interested in hearing how you do human hive-minds...
I stole some ideas from Micheal Swanwick's brilliant Vacuum Flowers and made the Clades: An Imperial subculture usually represented by small travelling groups (typically about 20 individuals) who share a linked electronic consciousness via laser, radio and computer implants. Since they're NPCs, I handwave some of the game mechanics, but I do give them a shared INT stat that raises or lowers based on the number of individuals connected to the Clade at one time (Avg linked INT around 14 -15 for a typical group).

They are technical virtuosos, but are shunned and distrusted by most Imperials as deviant and overly cyborged. Communications is a constant concern for them, since losing com with the group can result in a sudden radical drop in comprehension (their avg unlinked INT is about 6), possibly followed by a severe panic attack. And, yes, they are master hackers.

I had a great game where the party befriended a Clade that was trying to get a commercial contract at Flammarion but soon became caught up in an intrigue involving both Ling Standard Products and Imperial Intelligence.

An interesting overview. If you'd care to write them up in more detail - including describing your handwaves - I'd be interested in them for Freelance Traveller. editor@freelancetraveller.com if you do decide to pass them on...
 
Travellingdave said:
I stole some ideas from Micheal Swanwick's brilliant Vacuum Flowers and made the Clades: An Imperial subculture usually represented by small travelling groups (typically about 20 individuals) who share a linked electronic consciousness via laser, radio and computer implants.

If I ever run a game using the OTU again, then that's how I'll be handling the psionic elements of the setting - as varying shades of shared consciousness/hive-minds a la Hamilton's Edenists or Reynolds' Conjoiners.

Regards
Luke
 
:o
I love alien PCs and NPCs. I have to admit - I LIKE IT WHEN PEOPLE PLAY ALIENS in character!!!!!!!!!!!!

It sounds a little space operaish, but aliens make SF fun - the more exotic the better.

:lol:
 
Yeah - must have aliens... provides so much plot fodder for the likes of Capt. Quirk to relate to :D
 
Infojunky said:
Green Blonde's in Red Sportcars?
Nah - this is Sci-Fiction - use Red Air/Raft!

I like aliens as NPCs - not so much for player characters. This way players know less about them - which makes it easier to 'hide the workings' - i.e. avoid the mechanics. I prefer aliens to be an integrated part of the settings - but not providing any dominant societies.
 
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