CORE Command Developer's Journal

Welcome to the third (and long awaited) installment of what we hope will be a regular feature on our Web site. In these brief entries, we will attempt to provide readers with an insight of what is going on behind the scene at Dream Pod 9 when we create a new game line. The journal will also provide you with some sneak previews of the stuff in the work, and this right up to the release of the game.

Part One | Part Two | Part Three | Part Four | Part Five


Part Three: Frequently Asked Questions

*) What is CORE Command?

CORE Command is the name of the new upcoming RPG game line from Dream Pod 9. It's an epic, bigger-than-life science-fiction game set against the backdrop of the Five Galaxies in the far future.

*) How much will CORE Command differ from the other DP9 Rules sets, and in what way?

CORE Command will use the 2nd edition of the Silhouette system, which is a streamlined, updated version of the rugged Dream Pod 9 house system. It will also feature additional OGL stats for all major NPCs, vehicles and creatures, along with Silhouette <--> OGL conversion rules in the basic rulebook.

*) So CORE Command is not just another d20 game then?

No, but it will include d20 stat blocks under the Open Gaming License. Likewise, the core rulebook will include conversion notes in the Appendix.

*) If you're going to include d20/OGL stats do I need other books to play with those?

Yes. You'll need some sort of d20/OGL rulebook (or the SRD documents), because we're only including stats.

*) Will there be conversion rules if there are significant changes between CORE Command and standard Silhouette?

Yes, in the Silhouette Core Rules. None of the previously published books, from any of our lines, will be made obsolete if we can help it. That way, you can adapt existing characters, animals, items and vehicles to your game.

*) How will character generation differ from Silhouette 1.0?

The basic process is pretty much the same: get a pool of points scaled to the power level of the game, buy stats with them. The main difference is that there will be a lot more options to chose from, and you will have to "specialize" your character somewhat. But the basic Attributes will remain the same.

(Note that basic rulebook may contain optional alternate character generation systems as well, including random and fiction-based generations.)

*) Will we see new and unique skills to the CC universe?

The basic Skills listed in the rulebook should cover everything.

*) Will CC Rulebook include character Perks and Flaws?

Yes. There will be more of them, including a new category called (for now) Special Abilities, which covers items such as alien body features, cybernetics/augmentations, and super-powers.

*) Will there still be Specializations? Can I have multiple Specializations associated with a Skill?

Yes. Specializations will increase in importance as well, and will be one way to distinguish your character from others in similar roles or professions.

*) Will any Skills be interdependent on each other (i.e. Skill A needed for Skill B, Skill A level 2 required for Skill B, etc.)?

Not anymore -- each Skill will stand alone. Skills that used to require a pre-requisite will now be an advanced, more complex version of the latter.

*) How has Combat changed from Silhouette 1.0?

Combat and all other activities are now merged under the same basic rules and modifiers, which makes running a mixed-task scene much easier. It also gives more opportunities for non-combat characters to shine, since they will have tactical choices to make as well in their specialist tasks.

*) Will CORE Command be a combination Tactical and RPG game similar to Heavy Gear and Jovian Chronicles?

CORE Command will be a pure roleplaying game at first. If things go well, we will be considering a fleet action miniature game, a card game and possibly a diplomacy- or fleet combat-related board game.

*) Will there be miniatures for the CORE Command settings?

Not at first, but perhaps later. If we do make some, we'd like to go the plastic way -- pewter isn't the best material to make big starship models...

*) Is CORE Command hard or soft science-fiction?

Mostly soft (it's really a space opera), but on a hard story backdrop.

*) What kind of FTL, "Jump" or "Warp drive" are used?

All of them.

*) Are genetic, nanotech or cybernetic modifications possible and included?

Yes, though most of the effects will be achieved through the same rules. It doesn't matter if you're stronger because of genetic, nano or cybernetic enhancement -- you're just stronger, though perhaps with a different set of weakness (for example, cybernetics may be affected by haywire weaponry).

*) Will CORE Command have rules for star system design?

Possibly. There are so many good star system generators online and elsewhere that we're wondering whether to take up page count for one. Besides, with space opera you don't need all that many details and planetary numbers...

(And, given some of the recent astronomical discoveries, it seems that there's a lot more leeways in planetary system layout than was first thought... Gas giants orbiting close to stars come to mind. This throws many established rules out the window.)

*) Heavy Gear had a wealth of detail for each world; will we see the same in CORE Command?

Some worlds will be detailed, but nowhere near the same level. We want to give gamers the opportunity to create their own places and not constrain them into our own creations. So we will tell you about a few important places (like Fractal™ or Academy™), and let you discover the rest on your own.

We're also considering a Web page-based "space atlas" where people will be able to enter their own travel logs. We'll see how that pans out.

*) Will you be using the same anime-style artwork as we're used to?

No. We want a more life-like look this time.

*) We've seen some of the artwork. How would the style compare with your other products?

The art we aim to use in the game is something almost sketch-like and fairly realistic. We aim to provide a starting point for your imagination, not lock it down in a pre-defined format.

*) Has the basic Silhouette Character Creation system been changed in any way to allow for the creation of alien races?

Yes. Alien design has two new features: one, "sliding" Attribute ranges (used before in Jovian Chronicles), and new Perks, Flaws and Special Abilities. In between those, you should be able to build almost any kind of creature needed.

*) What would the stats for an alien race look like?

Same as for any other Silhouette character, though with different Attribute limits and possibly some Special Abilities to model its non-human biology. The zero-average will still be based on a human being, because that's what most character generated with the Silhouette Core Rules will be.

*) How many alien races will be available for PCs with the initial release of CORE Command?

Around a dozen or so, if we keep them all.

*) What are some of the cool aliens?

They range the gamut from "standard" alien forms (silicon-based "rockmen") to the strange (nano-equipped floating gasbags) in passing by the really weird (sentient software in a multi-branching modular body).

*) Has some space been devoted to description of the cultures? The relationship with other lifeforms?

Yes, of course. Enough to provide a good base for a background story, but not dense enough to constrain play or imagination.

*) What are some of the cool weapons we'll see?

Everything under the sun, from "standard" ray guns to massive singularity launchers. We're aiming to provide a wide variety of special effects for the guns and equipment.

*) How is ship to ship combat handled?

With the standard Silhouette combat rules. The basic rulebook will have rules for both stand-up fights and chases.

*) Are there rules for Artificial Intelligence self-aware spacecraft?

Yes. In fact, an early draft of the game had the ship has a possible Player Character type. This was discarded due to obvious game balance issues, but enterprising Gamemasters should still be able to pull it off within the existing rules...

*) Are there large-scale space stations in CORE Command?

Yes, but truly large constructs are often better treated as props and sets, rather than actual units...

The setting does feature giant stations, some nearly as large as planets (or simply built /around/ a planet, such as the Seven Homeworlds' Defense Rings).

*) How will CORE Command accommodate spaceships that are miles long? Will I need a binder for the stats needed to play them?

Hopefully not! No, details are simply lost as you move up in scale: smaller gun batteries are grouped together in a single massive attack, smaller ships are grouped in attack squadrons, and so on. Speed of play and a cinematic mood are the goals.

*) It sounds like the weapons are extremely powerful. What's to stop PCs and NPCs from simply destroying whole solar systems to stop the other guy?

Some of the weapons can do that, yes. They are as watched and controlled as nuclear weapons are today, still, it remains possible to do. If Players want to go that road, who are we to stop them? The thing to remember is that 1) the bad guys can do the same, and 2) there are consequences to every action...

*) Are we going to see the same level of intrigue displayed in your other products? Put differently, is this a "gray" setting like Tribe 8 or Heavy Gear (no clear cut bad guy, everyone had their dirty laundry) or is this going to be a high flying adventure-style setting like Gear Krieg?

Definitely high adventure, with clearly defined bad guys. However, the Five Galaxies are a big place, and there is plenty of room to play a more nuanced game if this suits you better.

*) Will there be a rich cast of NPC's?

There might be a few, but for the most part we want /your/ character(s) to be the heroes of the story.

*) Can we still expect at least a few highly detailed NPC's with rich back stories and plenty of adventure hooks?

Certainly.

*) Are there going to be some meta-physical or psionic abilities available?

Yes.

*) If so, will they work like Synthesis does in Tribe 8?

Partially. It depends on the nature of the power (psy, magic, nano, etc.). Remember, effect-based rules...

*) Is there a way to play with "space-time" anomalies, inter-dimensional travel (and worlds) or even alternate realities?

There might be a sidebar or two about it somewhere in the game, yes, but interdimensional travel is not the focus of CORE Command.

-- Marc A. Vezina, Senior Editor


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