For reasons I'll explain in an upcoming series of posts, I've been thinking a lot about GDW's other science fiction roleplaying game, 2300AD (né Traveller: 2300). As I've no doubt explained on several occasions, I was, for a time, a huge fan of the game and – especially – its setting. Truth be told, I still am a fan, even though I've not played the game in almost forty years. One of the things I've always admired about the game was its commitment to a plausible and "realistic" approach to the building blocks of its setting, whether scientific, technological, or political. Unfortunately, that same commitment has also probably contributed to my inability to ever sustain a 2300AD campaign.
Emblematic of the problems I've always had with the game is, ironically, one of its best supplements, the Kafer Sourcebook. Published in 1988 and written primarily by William H. Keith, Jr, it's a deep dive into the society, culture, history, and, above all, biology of the alien Kafers, humanity's only serious interstellar rival. It is a 96-page softcover, though it feels longer, due to the sheer amount of terrific science fictional speculation packed into its chapters. Even within a product line celebrated for its world-building rigor, this book stands out for its imagination and ambition.
Remember that, when 2300AD debuted in 1986, it was pitched as the “hard science” alternative to the looser, Golden Age-inspired SF of Traveller. 2300AD's other supplements focused on Earthly politics, interstellar cartography, and the starships, among other more "grounded" topics. For all its detail, however, the line lacked a unifying extraterrestrial element, something distinctive that would shape humanity’s place in the larger galaxy. The Kafer Sourcebook was the first supplement to supply that missing anchor. It thus introduced not merely an opponent but an entire framework for understanding alien intelligence within the setting.
At a glance, the superficially insectoid Kafers fill the recognizable role of an expansionist, technologically capable adversary, the kind of civilization that might form the backbone of a future interstellar war. But the Sourcebook's treatment of the species elevates them above cliché. Their defining trait is an evolutionary system in which intelligence surges only under stress, which feels both biologically plausible and conceptually daring. In their calm state, Kafers possess little more than animal cunning. Faced with fear, danger, or uncertainty, their mental capacities accelerate rapidly, granting them the clarity and ingenuity needed to confront threats. The result is a species whose history, culture, and institutions have arisen to support continual conflict, since it's only under such stress that the Kafers' intelligence continues to increase.
This evolutionary need for conflict becomes the core organizing principle for the book. Keith uses it to explain Kafer rituals of testing and challenge, their competitive clan structure, their tendency toward authoritarian politics, and the peculiar way they approach science and technology. The chapters on physiology and psychology are particularly strong, dense with speculative xenobiology that is nevertheless readable, even compelling. The cultural chapters, meanwhile, succeed in painting the Kafers not as a hive of faceless antagonists but as a coherent civilization with internal debates, eccentricities, and historical traumas. One comes away with the sense of a genuinely alien species whose motives can be understood but never comfortably predicted.
For all its strengths, however, the Kafer Sourcebook also highlights the central challenge of the species it so creatively presents. The Kafers are genuinely difficult to use in a typical 2300AD campaign. Their hostility isn’t ideological, political, or territorial in any human sense; it is biological. Once threatened, they are almost compelled to escalate conflict, their intelligence and aggression rising in tandem. This leaves little room for negotiation, espionage, manipulation, or the many shades of diplomacy that fuel most science fiction RPG adventures. A referee who wishes to portray the Kafers accurately must accept that they are not suited to casual interaction. They are best deployed as a looming existential threat or as the fulcrum of a military campaign, rather than as participants in the varied social and exploratory scenarios that populate the rest of the setting.


I too really dig 2300. I still have it, on a shelf in my office and occasionally ponder a campaign.
ReplyDeleteI never owned the Kafer Sourcebook, and for the reason you presented, didn’t find them compelling. For all the cool reasoning behind it, in the end they’re just the bad guy bugs that need killing.
I assume the species must have continually threatened and beat their scientists, until they eventually developed faster than light travel technology, but that doesn’t seem realistic to me.
I think Kieth would have done better to have a class of Kafer who have indeed achieved constant high intelligence and who now use the lower “bug” class as cannon fodder to further their expansive motives (ingrained into even the “smart bugs” via evolution.
This would have at least provided some opportunity to deal with a thinking, plotting foe in a some manner other than constant warfare.
Your fundamental assumptions are wrong. If you won't read the book, at least look at some of material available free online. This is a reasonable place to start:
Deletehttp://www.users.globalnet.co.uk/~dheb/2300/Articles/MB/KW1.htm
Okay, I checked out the link. At least the parts that are in anyway relevant to Kafer motivations.
DeleteI’m unsure about what assumptions I’m wrong about?
I mean, for all the neat nuances, Kefers are a pretty one-dimensional adversary. James had mentioned there’s little room for diplomacy, espionage, etc, with them.
DeleteI was just pondering some way that GDW might have kept the overall cool “alien” vibe, while still providing some adventure avenues other than kill them before they kill you.
Jim Hodges---
ReplyDeleteInteresting! I think I would be compelled to play as part of a team rushing to find a drug that keeps this impending enemy species' intelligence boosted without the need for stress or aggressive in the hope a back door for peace could be found. In an optimistic Star Trek type universe this would bring good things; in a Battlestar type genre, it would instantly bring war.
Thanks for inspiring some fun speculation this morning from a game I'd never heard of!
So games that try to be ‘realistic’ are dull? Go figure.
ReplyDeleteIt sounds as though what GDW expects you to do with this book is...read it. Since the Kafers are so conflict-driven, I don't see how any of the details of their society, biology, etc. would ever become known to humans, much less affect PC interactions with them. I wonder if this is an early example of a game supplement that's meant for private enjoyment rather than use at the table.
ReplyDeleteI don't know; a lot of science fiction and fantasy has a relentless enemy that never backs down and is relentlessly violent: Alien, Starship Trooper's bugs, Tolkien's Orcs to an extent.
ReplyDeleteWhen it comes to 2300AD, in addition to the well-thought-out aliens, my favorite thing was always the description of the “stutterwarp” FTL system. Okay, so FTL jumps are probably only possible on a vanishingly small scale? What if we strung vigintillions of those together every second?
ReplyDeleteI particularly liked the thought put into what stutterwarp travel would look like to an outside observer. Like, if a stutterwarp ship comes to a stop in front of you, you see it appear … and then you see an afterimage of it rushing *backward* along its trail, as the light from each of its previous positions reaches your eyes or sensors successively, tricking your brain into seeing a moving image. If a ship crosses in front of you in stutterwarp and keeps going, you see it at its moment of closest approach and then the afterimages rushing off in *both* directions. Stuff like that.
I think that the game was always meant to be taken in context with some of its biggest inspirations - specifically, Alien and Aliens, along with similarly-toned stories like Outland or maybe even The Black Hole (I think that Bayern and maybe Nyotekundu Sourcebook were probably closest to that last). For that reason, by the way, I disagree with the common wisdom that Earth/Cybertech Sourcebook was a tonal mismatch. Neuromancer and Cyberpunk were probably exerting an outsized influence at the time, of course, and that fashion was soon to run its course, which may be another reason the game stumbled, but that's more just an off-the-cuff thought than something I've actually considered deeply.
ReplyDeleteI think you're definitely on to something, to be honest, but it still underscores just how little sense GDW had of what they wanted to do with 2300AD. The game feels like it had no clear vision of its own but was instead trend chasing and that makes it very hard to get a handle on what one might do with it in play.
DeleteThat's maybe true, but I tend to think that the real problem was that the designers at GDW never really understood "cyberpunk", and weren't very clear on the whole corporate power concept particularly. It's almost too bad that Ghost in the Shell didn't hit US shores until too late to be foundational to 2300AD/Traveller: 2300, as it shares concepts they might have resonated with, such as the aftermath of a "limited" nuclear war and the growth of information power in a nation-state/non-state actors context.
DeleteEven if it had been released, I doubt anyone at GDW would have seen it. I don't get the impression that anime was even on their radar in the late 1980s (and, to be fair, it wasn't on the radar of most North Americans either).
DeleteThat's an interesting thought. My impression is that Ghost in the Shell, along with a few others like Akira, were the reason anime started to get visibility in the '90s, starting in fan culture. Certainly, fringe portions of the gaming world were already encountering it in the '80s, as evidenced by R. Talsorian's pre-Cyberpunk offerings, Mekton and Teenagers from Outer Space, and of course Battledroids/Battletech from FASA. Certainly, GDW's crew must have been aware of the latter at least, though they may only have come to appreciate R. Talsorian in the wake of Cyberpunk.
DeleteI know *Space Battleship Yamato* (retitled as *Star Blazers*) was on American TV by the early Eighties, but only in some places; where I lived you had to have cable to watch it and I didn't have cable. Similarly with *Robotech*, which was frankensteined together from three (wildly incompatible) anime series. So there was some penetration pre Nineties, but often in formats that would be dismissed as Saturday morning half hour toy commercials.
Delete@Anonymous2:42PM: Yeah, Star Blazers was more or less my first real contact with anime (barring some vague exposure to Speed Racer), as we had it on Saturday morning TV here. I just knew that it was unlike almost anything else I'd seen - only Thundarr would come close until much later. It certainly prepared me for the likes of Babylon 5.
Delete@faoladh: You might like *Star Blazers 2199*, an ongoing remake with contemporary animation and more suitable-for-adults-too writing. Crunchyfrog has it.
DeleteMy experience was different. Some video stores carried untranslated anime, so we saw Akira and others in Japanese and had to deduce what was happening without the benefit of the dialogue. When the first dub hit the theaters they were pretty full, despite how bad that dub was. This was also the time of Bubblegum Crisis; the atrocity that was Robotech aired years earlier and I picked up some of Palladium’s volumes for that. So I figured the SF community was fairly aware of anime in the late eighties. John Clute’s encyclopedia even had an entry just for Akira.
Delete@Anonymous5:45PM: I've seen it and 2202. Not 2205 or 3199 yet, though.
DeleteAs described, this actually sounds better as a setting for a science fiction novel than a RPG setting.
ReplyDeleteReminds me a bit of Bruce Sterling’s 1982 story “Swarm”, which features a spacefaring eusocial species that develops an intelligent form (actually superintelligent) only in response to encountering an intelligent species.
ReplyDeleteIMO, the missed opportunity of 2300AD is that the setting (and the Kafers) seemed to make a better setting for wargames than RPGs.
ReplyDeletePart of the reason 2300AD felt so grounded and solid as a setting was of course The Great Game they played to develop it. It wasn't just writers at various points throwing out ideas to fill in some historical gaps for how society had evolved out to 2300, but game interactions that placed events on the continuum. It's still one of the more fascinating ways to develop your societal backdrop.
ReplyDeleteI played 2300 (and still have a copy of the original box set) some but we were bouncing around to different sci-fi games a lot at the time, looking for the one that really fit what we were looking for...and since what we were looking for wasn't full defined in our own heads (space opera? hard sci-fi?) we did a lot of short campaigns in different systems and none of them really locked in.
I did pick up a copy of the current edition of 2300AD at GenCon this year, along with some French Arm supplements, which uses the Mongoose Traveller rules. It's interesting but will likely be hard to get to the table, and using the Traveller rules (a bit ironic, that) feels like something may have gotten lost.