Tag Archives: no heaven

[No Heaven] Tidings

The frigate known as Cavalier limped into the inner system having dropped out of FTL. The hull was scarred by weapons fire, and she was barely capable of maintaining engine power now – another FTL bubble would be impossible.

What she carried into the depths of the system was no cargo nor even just herself. She carried tidings of a grim fate.

Her sister ship – Chevalier – and the Martin Whittaker, Mars’ flagship lie thousands of light years behind, destroyed during humanity’s first contact with a living alien species.

The news she brought would dishearten not only Mars, but all humanity: tidings of an alien race who do not communicate, but only destroy; of a nascent colony likely destroyed along with the ships that had protected it.

There would be no good tidings this night.


Prompt of “tidings” provided by Rob. Another No Heaven story, this one following on from one on the No Heaven website.

[No Heaven] Longest night

The silence is deafening. Only the occasional whimper can be heard, even from a crowd of people this magnitude. Even the background hum off the machinery that keeps you all alive is silent, the entire colony shut down and dead to the world, all in the vain hope that those aboard it wouldn’t also end up that way.

They were coming, and no one knew how to stop them. The only hope was to run, or hide. The last of the ships should have left the system by this point, and the thousands of people packed aboard those ships are but a drop in the ocean compared to the billions left behind.

There are around seven hundred of you in here, packed into this room deep within the colony structure like sardines. With the colony’s systems shut down, you need to share tight quarters in order to preserve body heat, but you may run out of air before above freezes to death – the Martian atmosphere is still too thin to retain heat or to breathe. There are some emergency oxygen supplies, but you need to be careful about how you use them; you don’t want to risk drawing attention to yourselves.

It will be a long wait, and you don’t know whether it will end in your survival.. or your death.


Fiction prompt provided by Jen. This takes place within the No Heaven universe and may be the basis for an upcoming game in that world.

Systems and Roleplay

In the context of LRP and roleplay in general, what use are systems? What benefit do we get from them? Are they something to be thinned down and eradicated, or something to be built up and enshrined?

There are arguments both ways. I’m not sure where I stand, and I’m not sure I agree with all the arguments that I’ve been presented with.

What good things do systems bring to LRP?

  • Systems provide structure
  • Systems mean that everyone is playing by the same rules
  • Systems ensure impartiality
  • Systems give context to setting

What bad things do systems bring to LRP?

  • Systems impose order
  • Systems have loopholes
  • Systems breed rules lawyers
  • Systems can be misinterpreted
  • Systems restrict choice
  • Systems confuse
  • Systems are complex

An initial glance at the two lists I’ve put together puts the argument way in favour of not having them if there are more bad things than good. But there are many levels of system, and they’re not all the same.

Someone said to me recently that the difference between a big fest game and a small local game is that the advantage of a small local game is you can have a massive complex system that covers every possibility while a large fest game has to keep things simple for the masses. I happen to disagree, as I don’t think any system should be so complex that players need to be reminded on what calls do before every session.[1]

Broken Dreams LARP are a company who specialise in games that have strong, evocative stories. From what I’ve seen, there games have systems but they are simple things that give you a basic structure and idea for how the game should be played and then it gets out of the way to allow you to roleplay your heart out. Shadow Factories is another LRP group who run events with tonnes of story and roleplay and a system that gets out of the way to enable that.

Empire by Profound Decisions is a big fest system that has a fairly simple system that enables you to go out and do your roleplay while having a system that supports it. While there are some more complex systems in there, they’re opt-in, not opt-out.

For five years, I ran No Rest for the Wicked, which was famed for having a ridiculously complex system. It was about as bad as people said it was, not helped by having had at least six different people involved in writing rules at different times, many of which contradicted each other when publishing rules updates, and a rulebook compiled by yet another person which simply brought together all the other rules documents without checking them. I believe someone once pointed me at three different systems for healing in the rulebook, at least one of which said they were better off recovering by lying in a ditch in the dark than actually getting healed by a medic.

Having looked at these systems, what I’m taking away is that a good and successful system should:

  • be simple enough for anyone to understand, regardless of how large your game is
  • enable roleplay, not restrict it
  • be clear and concise
  • not need explaining every session
  • not contradict itself

This is the ethos I’ve been trying to work to when developing the system for No Heaven. I’m not sure I’ve succeeded, and I don’t think I’m done. It’s certainly more complex than a Broken Dreams or Shadow Factories system, but I think it’s not much more complex than Empire, and it’s much simpler than the old No Rest for the Wicked rules. Of course, I’m not sure I’m ever going to get around to running No Heaven at this stage, regardless of how much progress I make with the rules system.

To go back to the earlier point about the advantages of small systems versus big systems. I don’t think the advantage of a small system is that you can make the rules more complex; I think the advantage of a small system is you can more often trust your players to roleplay their hearts out regardless of what the rules are, and you don’t necessarily need to impose order by having a single rules set everyone has to use to make things fair.

Footnotes   [ + ]

1. The difference in what Strikedown calls do in different systems notwithstanding