Saturday, September 8, 2018

Starfinder Society Scenario # 1-16: "Dreaming of the Future" [RPG]

NO SPOILERS

Dreaming of the Future is a linked series of four Quests and is one of the few Starfinder Society scenarios with the Repeatable tag.  I ran it at low tier for a mixture of three experienced players and two players new to the game.  Although I think it was great to see some long-time members of the Paizo community get a chance to write for the company, unfortunately I wasn’t very impressed with the results.  Although there are some exceptions, for the most part the Quests are underwritten and lack the flavour and encounter creativity that I was hoping to see.  It’s okay, and because it runs short, it could be a good way to introduce new players to the game if they’ll need extra time to figure out basic rules.  But otherwise, I’d give this a pass or do one of the better introductory scenarios like The Commencement.


SPOILERS

The backstory behind Dreaming of the Future is that the Starfinder Society has long relied upon mystical means of research to help develop their goals and mission planning.  One of these mystical means is a Liavaran Dreamer, a sort of off-shoot of the Barathu of Bretheda (floating sentient telepathic jellyfish-like creatures).  The Dreamer, “Whisperer of Solar Winds”, often has visions that it relates through cryptic tales.  If the tales are interpreted properly, they often lead to important discoveries.  In this series of Quests, the PCs are sent by Venture-Captain Arvin (whose personality still hasn’t been developed yet) to recover three stone tablets on three different worlds that, once combined, form a map leading to an ancient mausoleum of a former Dreamer; and inside that mausoleum, relics can be taken which will augment the abilities of the current Dreamer.  I never thought about while prepping or running the session, but I’ve just realized the SFS is going to engage in what is (despite its description) some tomb-robbing!

One of the criticisms I’ve had of other Starfinder Society scenarios is too much “telling, not showing.”  The concept of the Liavaran Dreamers is a really interesting and evocative one; wouldn’t it be cool for the PCs to actually meet one?  And get a chance to interpret its visions themselves, perhaps with the aid of some skill checks if they get stuck?  Similarly, jumping to the very end, the relics the PCs are sent to retrieve have nothing particularly interesting or exciting attached to them—they’re just “strangely shaped bottles and cryptic devices.”  The PCs can’t find anything else out about them, why they’ll help the Dreamer, etc.  In other words, they’re a MacGuffin purely for the sake of a MacGuffin, and RPG storytelling has evolved past that.

Anyway, on to the Quests.

Quest # 1, “Megaplex” has the PCs going to the Towershadow Megaplex on Aballon (the planet of constructs called anacites).  The PCs are told that the Dreamer’s first vision requires them to find “some form of artificial or partially artificial life, likely an anacite or android, on the run from legal woes.”  That’s all they have to go on—searching a city of countless thousands (or millions?) of constructs to pinpoint one “on the run from legal woes” who has the tablet?  The Quest doesn’t provide any info on how this search would realistically work; it just list a few skill checks PCs can make in what essentially boils down to “ask around or Google it.”  Gamers are used to the necessity of the suspension of disbelief, but this came across as just lazy writing and I was a bit embarrassed to run it as a GM. 

In any event (whether they succeed or fail on those skill checks!), the PCs will find the fellow with the tablet, an android from Verces named Latrecis.  Latrecis discovered his employer, a nightclub owner named Karelite Bogdin, was trafficking in illegal android smuggling.  But before Latrecis could act, his boss framed him for a murder and he had to go on the run; he stole the tablet from Latrecis as a sort of insurance policy.  However, like real-world insurance companies, coverage is never as much as you’d like: Bogdin has sent thugs after Latrecis, and they stole the one piece of evidence that Latrecis had to prove his innocence (this whole sequence of events is weird, but the PCs thankfully will learn little of it).  So, in order to get the tablet, the PCs have to deal with the thugs that are menacing Latrecis.  This requires the classic “boss and two minions” battle on a cramped flip-mat.  It’s rather forgettable.

The second Quest, “River Rat”, has the PCs being sent to the Diaspora (a massive asteroid belt with a variety of inhabitants).  I found (running these in order) that little was done to tie the Quests together smoothly, and I had to improve some connective tissue.  This Quest is all about a starship battle against a ship of ysoki pirate/salvagers that have taken over a dwarven outpost.  There’s the possibility for some role-playing with the captain of the other ship before the battle, which I appreciated and tried to make the most of even though it can’t change the fact that combat is inevitable.  The starship combat itself is ship vs. ship with some asteroids scattered around, with the big gimmick being that the ysokis have hidden some gun turrets on a couple of the asteroids.  This could have been a cool surprise for the PCs, but it’s very easy to find and then (automatically) disable them, so they never got used in my game.  Apart from that, the starship combat itself was of the type that I had hoped the devs were moving away from: a “pew-pew” slog of pea-shooters where the PCs' ship clearly outmatches the enemy ship and there’s no real threat.  It’s just a matter of playing the rounds out and waiting for the rolls to confirm what everyone knows.

The third Quest, “Bad Chameleon”, ended up being more fun that I thought it would be.  The PCs have to infiltrate a nightclub (run by Latrecis’ employer from the first Quest) to steal a third piece of tablet from a safe.  What’s supposed to happen is that the PCs get into the nightclub, chat with some bartenders and patrons, and then sneak through an alarmed door to where they can pop the safe and get the tablet.  Then, on the way out, Bogdin (an augmented verthani) and his two vesk bodyguards (SFS trope!) try to stop the PCs from leaving.  Hilariously though, the PCs I ran this for were uniformly terrible at Deception and Stealth and just could not make it through to the room with the safe without being repeatedly obstructed by the regular guards on duty.  So after about 45 minutes (real-time), they decided to just wait until Bogdin showed up to try to trick/force him into giving them the tablet.  It made for a surprising and fun conclusion.  Also, I have to give props to the flip-mat used for the scenario—it fit the needs of the mission quite well.

As written, my favourite of the Quests is the fourth one: “Nightmare.”  It has a very evocative (and creative) setting and a suitably atmospheric tone to match.  The PCs are sent to Preahan, one of the “shepherd moons” of Liavara.  But Preahan is no ordinary moon: it has low gravity, an atmosphere of methane, and an inner core of liquid methane.  So the PCs have some interesting and difficult skill checks to make as they descend into the core of the moon to find the mausoleum.  Inside, a “nightmare dragon” pretends to be the guardian of the relics and this was a solid story choice: it fooled my PCs, and the guardian’s later sneak attack was a surprising twist.  The battle was suitably difficult as well (including a PC death, something I’ve never seen during a Quest!).  My only complaint about this Quest was, as I mentioned previously that the relics were so poorly described and inconsequential.  When PCs do a lot of work on a fetch quest, make it cool for them when they succeed.


All in all, Dreaming of the Future is a mixed bag.  Hopefully, it’ll serve as good practice for the writers and developers, and we’ll see stronger storytelling next time around.

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