Writing about the Solomani and the existence of different human races within Traveller's official Third Imperium setting reminded me of the approach I opted for when creating Thousand Suns. One of my cardinal principles was that alien species would, for the most part, never be humanoid in appearance. I'd try, whenever possible, to make my alien species alien, both in mind and body. That's why, for example, one of the main antagonistic species of the game's meta-setting are cephalopods – I wanted them to be as far from human in appearance as possible, while still being somewhat relatable.
Science fiction roleplaying games have an unlimited "budget" when it comes to imagining non-human species, so there was no reason to restrain my imagination. At the same time, Thousand Suns is still very much a space opera in the vein of most popular SF. Even if my goal was to be a bit more grounded than other space operas, I'm still including stuff like faster-than-light travel that are almost certainly within the realm of fantasy. Consequently, I make no claims that my non-human aliens are necessarily plausible from a xeno-biological perspective. I simply wanted them to look and think differently than human beings when possible. I believe that makes them more compelling allies and adversaries within the game.
Even so, I retain an affection for human "aliens," which is to say, humans whose cultures or societies are so different that they think or act in ways that are unlike what we typically encounter on Earth. The Zhodani of the Third Imperium setting are the kind of thing I mean. In Thousand Suns, I naturally included Terran humans as a baseline species, but I also introduced the idea of clades or sub-species of Terrans, who'd been genetically engineered in the past for a specific purpose and have since developed their own unique societies and cultures.
For instance, there are the Myrmidons, who are a bit like the Dorsai of Gordon R. Dickson – born and bred for war and having a society driven by Social Darwinism. They're my answer to the Klingons or the Jem'Hadar of Star Trek, an attempt to include the "proud warrior race" archetype that's not quite as lazy as it's usually portrayed. Whether I succeeded or not is a separate question, but that was my goal. By making the Myrmidons a sub-species of human rather than a non-human race, I hoped I could focus more on their harsh society than one their biology, since that's (for me anyway) the real draw of this archetype.
Iain Banks was pretty good at coming up with non-humanoid aliens. Like the Affront, who were kind of like AD&D's grell, and "affront" is a good description of their attitude.
ReplyDeleteLove the pic of the cephalopods you included with this post, James. Immediately made me think of the Thermians from the 1999 movie Galaxy Quest (although, they [Thermians] would most likely be a polar opposite in behavior to the aliens you describe above).
ReplyDeleteCan your alien generation system in 1000 Suns be cannibalized to generate alien species in/for CT, please? So far as alien generation system go, can/would you expand any on your system in 1000 Suns?
Are you aware of Metamorphica - Classic Edition (the free/PWYW version from DTRPG)? How might your alien generation system compare to this/that one?
Many thanks and much success.
"One of my cardinal principles was that alien species would, for the most part, never be humanoid in appearance. I'd try, whenever possible, to make my alien species alien, both in mind and body."
ReplyDeleteGood choice!
I thought the aliens from 2300AD were some of the best designed I had seen in an RPG; they were exotic, believably alien, and operated under different rules than us humans. Even the generic bad guy Kafer (think Starship Troopers bugs) had a surprising and plausible reason for their violent tendencies.
ReplyDeleteThe Kafer's biological reasons for their violent tendencies are quite similar to the Kra'Vak, a species from the semi-official setting of the miniatures game Full Thrust. The latter showed up in 1992 and weren't fleshed out much for a few years (in Fleet book 2), so you have to wonder if Jon Tuffley was a fan of T2300. His other games (Stargrunt and Dirtside) are excellent for playing in the T2300 setting, so I suspect the answer is yes. I think I like his take on the idea even better than GDW's, but they're close enough there isn't a huge amount of difference.
DeleteThey really aren't anything like SST Bugs though, despite their name meaning "cockroach" in German. More like movie Predators in terms of appearance, although their psychology is quite different.
I forgot to mention the Tanu and Firvulag from the Duat Galaxy in Julian May's Pliocene Exile series, the author a founding member of the First Fandom of SF.
ReplyDeleteWhen it comes to alien-looking aliens, my gold standard set is the ones James White created for Sector General, with EE "Doc" Smith's Lensmen weirdos running a close second.
ReplyDeleteI tend to dislike the concept of "humanoids" in general, even in my D&D games; while I surely don't question the fantasy bona fides of elves, dwarves, gnomes and halflings, they have no real place in my campaign, to say nothing of the purely monstous humanoids. I prefer the adversaries to be properly monstrous if they are monsters, and to be actual men otherwise.
ReplyDeleteI do, though, have a bit of fondness for the way "metahumans" are depicted in Shadowrun: as being essentially magically-mutated strains of mankind. Especially in a setting as gonzo as Shadowrun's, that works well for me.
Traveller's aliens were always a mixed bag to me, but more raisin cookies than chocolate chip cookies overall. I liked the Droyne, and the Hiver, and I guess the K'kree among the Big 'Uns, but most were pretty disappointing. (F***ing cat samurai! Wolf pirates!) And became repetitive or self-derivative as time went on. (And what was GDW's fixation with "castes"? -- maybe better not answered.)
ReplyDelete2300AD, that being said, was a big improvement from the same publisher -- maybe the Ylii were kind of reskinned (Grey-ified) Droyne, the Kafer a bit 80s-action-movie-derivative, the Song and Xiang underdeveloped but intriguing; but they were all so much more thought-through and interesting! "Energy Curve" was pretty awesome, IMO.
All the same, Trav aliens -- humanoid or not, sketchy or not -- are pretty deeply embedded in my brain and aren't coming out at this point :)
Vargr aren't even proper aliens, they're descendants of Terran animal uplifts. They have more in common with your average Solomani citizen (or their pets) than they do with Aslan, K'kree, Vegans or Hivers.
DeleteYeah. In my head canon, so are the Aslan; it helps me excuse their cringiness.
Delete