A couple days ago I promised to give an overview of some of the unique features of Biohazard's upcoming RPG, Blue Planet. Check out the summary below if you would like to learn more about this cool new game: _________________________________________ 1. Blue Planet's strongest feature is its premise. The background for Blue Planet was designed intentionally to fit the specific, quirky necessities of a compelling, playable RPG. There are continuous background plot lines and multi level conflicts that give an air of continuity, context and consequence to the player's adventures. The world has been carefully described and presented to immerse players and empower gamemasters, but there remain dark corners and unexplored ideas that maintain the sense of mystery so key to a compelling RPG. 2. An air of mystery is probably the single most compelling aspect of any roleplaying adventure. Nothing interests players and provides story ideas like the promise and threat of the unknown. The Blue Planet premise is based on a strange and threatening enigma around which many of the background plot lines revolve. Intended as motivation for players and inspiration for gamemasters this mystery is key to the premise. It will also serve as a key component of the entire Blue Planet line. Starting with the first release, the main world/rule book, the first clues to the nature this unknown will be revealed. In subsequent releases, as the advancing plot lines of game world background unfold, more hints and details will become known. We also intend on making certain information classified and available only to gamemasters, through a sort of newsletter, helping them to maintain the air of mystery for their players while designing their adventure backgrounds to slowly reveal their own hints and clues. 3. Another major strength of the game is its emphasis on true roleplaying. So often gamers play characters that are just faster, stronger, cooler more dangerous versions of themselves. In Blue Planet players are encouraged to challenge themselves and to create characters that are truly unique and interesting. A major component of character generation in BP is something called the Character Profile. Here players make entries for a list of variables that include items like origin, background, goal, motivation, attitude, etc. Each selection provides the characters with certain advantages and disadvantages. Quality roleplaying is then encouraged by awarding players Character Improvement Points (ChIPs) based on how well they roleplay their profile selections. 4. Blue Planet is intended for the true science fiction fan. The technology is advanced but reasonable, and the storyline is founded in scientific possibility. We have created a classic adventure in a stunningly alien world but have attempted to support a natural suspension of disbelief without using contrived force. 5. Few RPGs have pushed genetic engineering to the limits, truly exercising its potential as an roleplaying element. There is vast opportunity for unique story elements, technological applications and character originality in a background where the power of DNA is subject to scientific will. BP attempts to truly exploit this potential, giving the game an original slant not seen in other RPG projects. With the availability of this technology not only will the face of humanity change, but also the fundamental way humanity views its existence as a single species. This creates unique elements in the social and cultural structure of the BP story. 6. A defining feature of the BP background is the nature of life on a harsh frontier. There are physical and social challenges unique to the boarders of civilization that have begged to be incorporated into the background of a role playing game; man against nature, mystery of the unknown, rampant "he drew first" lawlessness, etc. In the classic style of the old westerns there are plots and plot lines in abundance, and ready adventure in a world where survival is always in question but the rewards are high for a quick gun or a quicker wit. We have attempted to give BP this frontier nature to add both to its story originality and the adventure potential couched in the background. 7. There is a major environmental theme running though the BP storyline, a definite "save the whales" thing. Not only will this serve as a motivating story element, we also hope to use the BP line as a vehicle to promote awareness of our own marine environments and the problems they face. We are making plans to contribute a percentage of the profits from the BP line to the Nature Conservancy, an effective and well respected environmental organization. Though only a drop in the bucket this will help BP stand for something more than a simple game and perhaps lend the project a bit of true relevance. 8. It seems like sometimes gamers would rather argue over mechanics than play the game. We feel that the game mechanics must be good, but must also be secondary to plot, imagery, excitement and fun. Therefore we have made every effort to create a simple and intuitive yet realistic system for BP. We have worked very hard on this and are very pleased with the results. a. The mechanics are intuitive; reading through them they are easy to understand and remember. Playtesters seldom refer to the rules once having read them. This is vital to the flow, tension and excitement of an RPG. b. Character generation is simple but the result is a very realistic persona. The process is straight forward and has none of the tedium of comparably realistic systems. Templates for over thirty different character types are provided, which serve as basic frames from which players build their personas. Guidelines are also provided for creating new templates. c. The system uses percentile dice only, for everything, without exception. This helps make the mechanics simple yet robust. d. In BP experience is actually an attribute and is initially based on the characters age. Players can use their experience in common sense situations, and as they are awarded character improvement points their experience attribute increases. e. The combat mechanics are wholly unique. They are broad enough to handle simple abstract encounters for those interested mainly in the outcome and story. They are also specific enough to handle detailed, firefights for more combat oriented players. In fact the mechanics are robust enough to be used as a very effective miniatures combat system. The damage mechanic is wholly original. Weapons do damage on a sliding scale, and unlike in so many other games even a small, light weapon can be a deadly threat. The game also uses expanded versions of the injury tables form our Killer Crosshairs, which makes for a deadly realistic system. _____________________________________ If reading this short overview prompts more questions/comments please e-mail them and I'll be happy to do what I can to address them. - Jeff Barber