It Came From The Bookshelf!
Sunday, April 26, 2026
(Kindred of the East) Dharma Book: Devil Tigers
Thursday, April 23, 2026
(GURPS: Transhuman Space) Toxic Memes
Recently, on my personal youtube channel (it's great, if you enjoy what I do here but wish it was somehow even more half-assed), I speculated on what it means to "like" something. You know the score - how something can be notably well-made, admirably virtuous, or fill a niche you've been desperately craving, but you still don't like it, or the opposite, where something is grotesque, detestable, roughly made, or completely unnecessary and yet, despite yourself, you do like it. That's a weird phenomenon. And my conclusion, as half-assed as it was, was that pleasure and pain were transitory experiences, meaningful only to the degree that they are intermittent and contingent, but that "liking something" was a sustainable state of being. If you "like something" it's because you recognize in it a potential to sort of . . . be in your life. That it's something that is neither diminished by repetition nor a distraction in its absence (which is what separates "liking something" from addiction.)
It was a kind of a silly thing to speculate about, but it shed some useful light on an issue that I've been dealing with for a while - that I can be a total curmudgeon about things I claim to enjoy. It's a pattern I fall into. I spent most of my time with Eberron complaining that it wasn't 19th century enough, my general take on Planescape is "Planescape is bad," and I've repeatedly and unreservedly said that Mage: the Ascension should not exist. And those three of my favorite games. Seriously.
I worry that it makes me look like an unpleasable grump. "Oh, John just likes complaining about things, how . . . ordinary." But I don't think that's it. Or, at least, I hope that's not it, and I'm willing to latch on to any alternative to get me out of this jam, no matter how much sophistry it requires. What I think is going on is that the games I enjoy are those which provide a sustainable provocation of curiosity. The displeasure I feel when Planescape leans on the alignment system or fails to contemplate the scope of infinity, that's just an intermittent sensation, quickly brushed aside and vastly outweighed by the satisfaction I derive from imagining what the setting would look like if those issues were mitigated.
It's an instructive distinction to make, because it also helps me understand something about the games I don't like. Such as Mage: the Awakening. Now, if we were to get into some ill-advised flame war about the relative merits of various versions of White Wolf's Mage, I would gladly stipulate that Awakening is superior. I say "Mage: the Ascension shouldn't exist," but I don't think that about Mage: the Awakening. Not only is it permissible for Awakening to exist, I think it's good that it does. The world is a better place because White Wolf made Mage: the Awakening, which is not at all a sentiment that I would extend to Ascension. (Look, I don't know what to say. It shouldn't exist. It arguably makes the world a worse place by existing. And if you experience it, it will most likely make you a worse person as a consequence, at least temporarily. But it's great. I love it.)
However, despite Mage: the Awakening being the superior game, the part that causes me the most displeasure - its overall Gnosticism - is the best thing about it. "Mage: the Awakening without the Gnosticism" is a ridiculous thing to want, and it wouldn't make the game better (and yes, yes, I know I've asked for exactly that on multiple occasions, and I do believe that it would be a game genuinely more in line with my preferences, but this latest round of self-reflection has convinced me that my preferences, in this case and this case only, are hopelessly pedestrian). It would make the game less interesting, less unique. I can't really have a sustainable relationship with Mage: the Awakening because sometimes it causes me pain and sometimes it gives me pleasure, but it only rarely provokes my curiosity. I don't really care what it might look like if my issues were somehow addressed.
Which brings us, at last to Transhuman Space. All of the above conversation was completely necessary because it clarifies my relationship to this setting - it's right on the line. Everything that is more interesting (to me) than Transhuman Space, I enjoy, and everything that is less interesting (to me), I don't enjoy. And as far as Transhuman Space itself is concerned . . . eh, it's about 50-50.
To an almost ludicrous degree of precision. If the final book I'd read for the line was Under Pressure, my retrospective for the series would be "It's fascinating, in its own way, but on the balance I have to call it [weak]." But since my final book is actually Toxic Memes (James Cascio with "additional material and contributions" from a dozen people), my final opinion is that Transhuman Space is fascinating . . . in it's own way.
I have no idea what to make of it, but it's probably a relevant data point that Mr Cascio is the author of Broken Dreams, the other major book that stops the setting from being hopelessly neoliberal. Toxic Memes is not quite as challenging as Broken Dreams, but I think that largely boils down to subject matter. This book is about ideas that exist inside the Transhuman Space universe, and it always engages with those ideas as ideas, so when we consider Toxic Memes as a tabletop roleplaying resource, it's kind of fuzzy about which parts are pop culture ephemera that can serve as background setting texture, which parts are major ideological and technological conflicts that can serve as campaign themes, and which parts are fringe ideas that can serve as inspiration for one-off adventures.
The most interesting use of the book would probably be to lean into this fuzziness and depict a world in the throes of "the democratization of the meme" where "a cognitive arms race" has ensured that "even reality is considered contingent." And it's a use that's held back only by Transhuman Space's stubborn refusal to be cyberpunk. This is the first book in the series to actually understand the internet, but it's still a setting that refuses to make sci-fi 2100 an absolute dumpster fire.
This is a world where you can pay $5000 for access to ParadigmMaker 2.1, consumer software that uses advanced AI modelling of human cognition to allow the users to craft unnaturally persuasive advertising campaigns, but operates on the assumption that countermeasures have kept pace and so the result is a world where memetics technology largely cancels itself out. It tells us that memetics is limited "most notably by the presence of other memeticists able to identify nascent memes and engineer their own memetic campaigns to stop or reshape them." But it doesn't really show us much of the times or places where "other memeticists" are not available.
So there's good stuff here. An advertising campaign backfires because the meme engineers screwed up and now there's a "58% likelihood that consumers will purchase Happy Cola for sexual or laundry uses." There's a subculture called "Epistopunks" that we sadly learn very little about. There was a weird mad-scientist guy who released a nanovirus to make about a thousand random European goths into pseudo-vampires and "at least some of them would appreciate the gesture," leading to a situation where "European authorities are about to track down, arrest, and forcibly cure the remaining viral vampires before their numbers grow."
But instead of putting these things in a world that has completely lost the plot, where "some two-bit fraud [can] buy some software and build himself up as the next coming of Osiris" is the ground state of existence, Toxic Memes takes the stance that conspiracy theories are fragile because widespread access to information means that it's easy to find the evidence to debunk them. Our real world is probably a hundred years behind Transhuman Space in terms of meme technology, and . . . Donald Trump is the fucking US President.
This is a book that has good ideas. Good insights. But it needs more audacity. Great apes are extinct in the wild and Exogenesis and GenTech Pacifica both released a version of the Erotopus ("a pleasure variant" of the uplifted octopus) and the setting still needs more audacity.
That's why I have to put Transhuman Space right on the line. Sometimes, I think about the more audacious version of the setting and it inspires me to speculate and sometimes I have the same thought and it inspires me to play Eclipse Phase. And now that I've read every book in the series, I'm forced to accept that I'll never get a decisive resolution that pushes me one way or the other. I feel pleasure at its highs (such as the bulk of Toxic Memes) and displeasure at its lows (such as its delicate treatment of the Green Duncanites) and I can't decide whether my ambivalence is sustainable or unsustainable.
Such is life, I guess. Join me in another 20 years, after I restart my blog from scratch and look back at the setting with 40 years of hindsight.
Ukss Contribution: ParadigmMaker 2.1. It's such a ghastly idea, that somehow perfectly encapsulates the banality of evil. Ukss doesn't have software per se, but I think I can find a corner of the setting where I might give "commercially available mind control" the sci-fi horror treatment it deserves.
Thursday, April 16, 2026
(Kindred of the East) Shadow War
Some kuei-jin want to change the world. To a Westerner, that may not sound like a radical idea, but the Middle Kingdom has been a world unto itself for millennia. Its societies have grown from a foundation of ancient polytheism, Confucianism, and Taoism. It has been a place where elders are honored and old ways are revered, where the foreigner is distrusted, the innovative ignored, and the different shunned.
Saturday, April 11, 2026
(GURPS: Transhuman Space) Under Pressure
Once more I'm confronted by the warring impulses aroused in me every time I read a full Transhuman Space supplement - do I rant about the detailed-to-the-point-of-uselessness mechanics related to the book's physical environment, or do I obsess to the point of distraction over the utter incomprehensibility of its politics. I can, of course, do both, and Under Pressure (David Morgan-Mar, Kenneth Peters, and Constantine Thomas) definitely gives me fodder for both, but it's still agonizing deciding which to do first.
"People with blocked sinuses or other air cavities such as decayed teeth will feel increasing discomfort and pain when compressed, even slowly, as the cavities are squeezed. Such pain causes a -1 penalty to DX and IQ-based rolls until it is relieved."
Now, I don't know a lot about diving. It never occurred to me that high ambient atmospheric pressure, such as you might find on a deep-sea habitat, could exacerbate dental pain. So that's a very interesting bit of setting texture. It makes descending into the stygian darkness of the ocean depths feel just a little bit more real to me. But a million people could play this rpg for a million years, and not one would ever apply that fucking penalty. Who the fuck are you trying to fool here? What is wrong with you?
PLAYER: All right! I've loaded up on supercaviating ammunition, taken a shot of Myelin Replacement Nanovirus to help with gas narcosis, and am ready to get in the pressure chamber for our transition to the deep parts of the Elandra colony.
GM: *Makes a roll behind the screen* Oh, sorry, but I've been tracking how many times you've mention brushing your teeth before taking a long rest and I'm afraid you have tooth decay. The pressure will impose a -1 DX and IQ penalty until you see a dentist.
I'm imagining this game. It probably also uses an adapted form of the seatbelt rules from Rigger 2 and the protein-percentage provisions rules from The Wilderness Survival Guide. What is the social contract? If you're playing in this game, do you get mad when the GM doesn't blindside you with some bit of extremely granular forced "realism." Like, you made a point of tracking on your character sheet exactly how many meters of fishing line you bothered to pack, so at some point the GM needs to make that matter. I won't say that I don't get it. Because a part of me, the part of me that enjoys hypothermia and food spoilage in my survival video games, that part of me understands the appeal. But what kind of mind do you need to run a game like that in a tabletop environment? To be harsh but fair, and more inconceivably, fair but harsh?
It's staggering to contemplate. Though I suspect that we were never meant to actually apply this rule. "A -1 penalty to DX and IQ-based rolls" is just GURPS' way of saying, "this is significant, but not 'stop the game' significant."
But don't let my complaining fool you. There are virtues to this sort of "every damned thing gets a rule" approach. It's rare for me to leave an rpg setting section feeling like I've learned something. But I definitely had my mind expanded by Under Pressure. A few fun facts that I found so surprising I had to verify them on the internet:
The Sun affects the tides. I guess it shouldn't have surprised me, but it did. I'd have thought the Sun was so far away that its gravitational influence could be considered uniform over the whole globe. Nope. The solar tides are about half the strength of the lunar tides. Wow.
Go deep enough underwater and you have to start breathing a mixture of oxygen and hydrogen. Apparently it's a real thing called hydrox . . . and man, those cookie guys really screwed up with their choice of name.
You can build a ship with a concrete hull. I mean, I work through this logically, thinking about water displacement, and the related but incidental fact that if I wanted to ship a bunch of concrete across the ocean, I'd trust a boat to get the job done, and it all seems to check out, but some part of my brain still rebels against it. I want my boat to not sink so why wouldn't I make it less like a stone? And yet, concrete boats have been a thing since the mid-19th century. You couldn't make this shit up. Literally. I would not believe you. I would say, "science fiction nonsense is one thing, but you have gone too far! Stay here while I look something up on wikipedia, I want to see your look of humiliation when I prove you're full of shit . . . "
But, of course, truth is stranger than fiction and now I'm the jackass here. Although I worry that maybe the existence of concrete ships was common knowledge and my harping on it is doing naught but reveal my ignorance.
So I guess, all told, Under Pressure's oceanic lore dump is probably worth the terrible burden of knowing that somewhere, there's an alternate universe where people are using the ballast rules for the ship construction system ("For added realism, multiply the time required to empty the tanks by the square root of the outside pressure in atmospheres times the percentage of the tank being emptied.")
Which means all that's left is to talk about the book's politics. Libertarian seasteading. Releasing GMOs into the wild. Lobotomizing an orca and fitting it with cybernetics so that it can be piloted around like a remote drone. Some people might complain about these things. But Under Pressure reserves the label of "terrorist" exclusively for those who would take up arms against these practices.
It's possible that "ecoterrorist" is meant as a nonjudgemental, morally neutral term. One of the suggested campaigns is called "Taking a Stand," and it's about being a member of an ecoterrorist group . . . or infiltrating them on behalf of law enforcement. However, my gut tells me that any empathy extended to ecoterrorism is part of a deliberate effort to embrace a high-handed neutrality. The narration is rarely overtly judgmental, but there's a difference in tone between the way it treats activists - like they may do some good, despite their crimes - and the way it treats corporations - like they may commit crimes, despite being good.
The best example of this is from something we've discussed before, with the book Deep Beyond - The War Beneath the Ice.
To quickly recap - scientists discover that Europa has its own biosphere. A faction called the Green Duncanites moves to Europa to oxygenate the ocean enough to change its biochemistry and allow for the release of invasive species with the eventual goal of terraforming the planet enough to allow genetically modified transhumans to colonize. There is an organization called The Europa Defense Force that is set on stopping the Green Duncanites by any means necessary.
Even more than Deep Beyond, Under Pressure treats the War Beneath the Ice like it's a political controversy.
"While the Europan biosphere appears to be largely intact, the EDF claims that indigenous life near the Avatar (Ed: Green Duncanite) farms has been adversely affected by increased oxygen toxicity in the water and competition from imported Avatar bacteria. Avatar strenuously denies this, but it is enough justification for the EDF to step up their offensive."
Not stated: what's actually happening. I guess "appears to be largely intact" is close to an objective voice. But it's a really bland way of framing the conflict, one that obscures more than it reveals. "Largely intact?" So you mean "partially damaged." As in, the sort of state you might expect the biosphere to be in when Avatar has only made 5 years of progress on their thousand-year plan? It's "largely intact" after the EDF's efforts to constrain and thwart Avatar as much as possible?
It's clear to me that the author didn't really know how to make the EDF's case persuasively. The closest we get is the head researcher of Genesis station (the scientific mission sent to study Europa's biosphere, before Avatar or the EDF arrived) describing the Duncanites as engaged in "irresponsible tinkering with a virgin ecosystem."
That rather undersells the issue . . . by, like, a lot. Later we learn that the researcher guy "sympathized with the Preservationist view, [but] he could not condone the EDF's violent approach. As a result, he attempted to keep [the research station] out of the conflict."
And how do I put this? You're Giovanni Montaldo, the "fiery Italian microbiologist." They put you on a rocket ship and shot you 500 million miles across the solar system, with an opportunity to become the 22nd century's Charles Darwin. But when you get to the Galapagos, you find that pirates have beaten you there, and not only are they hunting the finches for sport, when they're done, they're going to bulldoze the islands and build a series of shopping malls.
Maybe you don't care for the EDF's methods. Maybe the thought of killing a fellow human being disgusts and horrifies you. I can certainly relate to that. But the nearest government is so far away that light itself would take a half hour to reach them. And for all the EDF's violence, they have still not found the minimum amount of force necessary to get the Duncanites to stop.
That's the reality of the situation. You either organize to recreate the state's monopoly on violence or you let the Duncanites keep doing what they're doing. There's no middle ground there. If you stay out of the conflict, you are siding with the Duncanites.
But it's unclear whether the authors of Under Pressure even realize that the Duncanites are committing a crime. It's established that an EU and a Chinese military vessel are each on their way to Europa . . . to apprehend the EDF. The Avatar group is actually looking forward to their arrival. Not sweating it at all. It seems like such an oversight. The EDF gets the scuffed-up villain treatment - they kidnapped a journalist and some of their members celebrate their kills with unseemly enthusiasm, but the Duncanites are completely normal.
Like, seriously, here's how the campaign section pitches a game where the PCs are outside law-enforcement, sent to resolve the situation on Europa - "They will have to judge the situation carefully, whether they come offering an olive branch to the EDF or bringing its destruction."
Not discussed: giving them a fucking medal and hanging those Duncanite bastards from the 21st-century space equivalent of a yardarm.
And maybe I'm getting a bit heated here, but what the Duncanites are doing, it would be like if a biotech corporation "had been releasing gengineered food fish into the wild, causing the decline of several natural species by competition for food sources." And the text's sort of casual acceptance of their activities would be like if they brought up the invasive frankenfish as an off-hand reference and then never mentioned them again . . .
Anyway, Transhuman Space as a whole is pretty hard to peg down ideologically. I don't think I've ever encountered a science-fiction setting so enamored with futurism while simultaneously being so reflexively solicitous of the status quo. It's like . . . the politics that eschew "politics." Right libertarianism fares better than most other points of view, but I think that's only because that's what the creators of the game genuinely believe and so they don't really notice it enough to scrub its influence.
It's fascinating, in its own way, but on the balance I have to call it a weakness.
Ukss Contribution: Finpants. They're pants that make you a mechanical mermaid. I trust I need not elaborate further.
Thursday, April 9, 2026
(Kindred of the East) The 1000 Hells
From time to time, maybe about once or twice a year, but more frequently in recent months and with anticipation of even greater frequency in the months to come, I get on my high horse about Orientalism in tabletop rpgs. I talk about it as if I'm some kind of expert and even at my most generous I posture like, "ooh, this is embarrassing, maybe even dangerously immoral, aren't we all glad that we know how to spot this sort of thing nowadays and are too virtuously worldly to succumb to it."
But my all-time favorite rpg is Exalted.
It's a hypocrisy that I'm aware of. And maybe it's just the spotlight effect of social anxiety talking, but I worry sometimes that a deep, complex, self-reflective discussion of the role of the late 90s/early 00s rpg scene's Orientalism in the construction of Exalted has so far been conspicuous in its absence. It's a way of thinking highly of myself by assuming you all think so highly of me that you are capable of being disappointed by this lapse in intellectual rigor.
Truthfully, though, I'm worried about writing that post, because there's no way to get through it without deeply implicating myself. It's not like Al Qadim or the OA books, where I try to be gentle because I can acknowledge a genuine past interest in the material. The Complete Ninja's Handbook was one of teen-John's prized possessions, and so I don't want to roast it too harshly, but I also feel no need to defend it or apologize for it. I can write it off as an artifact of a less sensitive time, perhaps instrumental in my personal development, but fairly consigned to the naughty part of the library.
I can't do that with Exalted. I love Exalted. It is part of my identity, not even kidding. I can acknowledge (some of) its flaws and rue its obvious missteps, I can even suggest that it be scrubbed to the bone and rebuilt from the skeleton up, but I can never disclaim it. And I can never not be defensive when a non-fan expresses their distaste.
Now, the relevance of all that to The 1000 Hells (and I normally cut off author citations at four credited authors because at that point the responsibility becomes too dilute and also it takes up a lot of space, but I'm going to make an exception here because of a very pertinent piece of data: Kraig Blackwelder, Tim Clancy, Geoffry C. Grabowski, and Lindsay Woodcock, with Jack Norris and Richard E. Dansky) is that, for reasons that are obvious in retrospect (I didn't look at the author list until just now), this book bears an intermittent but unmistakable resemblance to some of the more outré parts of Exalted.
(I bolded the name of Exalted 1st Edition's line developer, for those in my audience who did not immediately gasp in recognition at the list).
I actually noticed something like this in the Kindred of the East core book. One of the kuei-jin disciplines has a technique called "Flow Like Blood," which is sort of an iconic keystone to Dodge-based builds in every edition of Exalted. Then there's things like the use of the term "The Second Breath." In Kindred of the East, it refers to the damned soul returning to the body after escaping from hell, but in Exalted it refers to the moment of exaltation. Two important figures from the backstory of both games are The Ebon Dragon and the Scarlet Queen/Empress, but they have very different roles. Little stuff like that.
And The 1000 Hells could be dismissed in a similar way. Like, the fact that both games feature "Akuma" - people who sold their souls and surrendered their free will to the lords of hell in exchange for awesome powers - could just be a recycling of terminology. And the similarity between Yama Kings of Yomi (KotE's ultimate demonic figures) and the Yozis (their Exalted counterparts) might be something of a stretch ("Yomi" is a real piece of religious terminology, for one). And the fact that the last, forbidden tome of demonic lore, written about the inevitable triumph of evil in an age of darkness to come is called "The Broken Winged Crane" in both games is probably just an easter egg.
But it's not just these recurring "coincidences." As of The 1000 Hells, but maybe even foreshadowed in the Kindred of the East Companion, the two games . . . kind of have a similar vibe. In my last post, I complained about Dharmas being a poor replacement for Vampire: the Masquerade's clans, explicitly because they were set up in a way that the ideal party has one of each, but what if they weren't a replacement for clans? What if they were a prototype for Exalted's castes?
I open one of these books and see an art piece in the unmistakable style of Melissa Uran, I read about borderline-magical martial arts or an explicit distinction between infernalism (pledging your loyalty to demonic powers) and diabolism (using sorcery to compel demonic servitude), I'm inspired to imagine the epic feats of enlightened elders, who somehow mix virtue, corruption, and power into one unimaginable moral and spiritual dilemma and I think . . . "oh, no, I could be persuaded to love Kindred of the East."
The potential is there. Which is going to make the forthright discussion of Orientalism in Exalted even harder to avoid.
Though perhaps we can avoid it for now, because while The 1000 Hells does have some prototype Exalted vibes, it's probably not going to be the book that sells you on Kindred of the East.
I think the issue here is that the book's content is accurately reflected by its title. It's about hell, with all the grotesquerie that implies. I can't be sure of its religious accuracy (I suspect it owes more to Big Trouble in Little China than the traditional Chinese Diyu, though my main piece of evidence is that it has locations called "The Hell of Being Skinned Alive" and "The Hell of Upside Down Sinners" which are evocative lines from the movie but not reflected in the wikipedia article on this subject), but I can say that it fits into an ongoing rpg tradition of "alternate planes that will probably kill you but where you definitely don't want to go even if you could survive." So you know, if you were really clamoring for a White Wolf Baator sourcebook in the late 90s, The 1000 Hells delivers.
But on the off chance that's not something you're interested in, this book doesn't have a lot to offer. There's a mini-monster manual where we get stats for more than a half-dozen demonic creatures, and that's absolutely something you could use to spice up Earth-bound campaigns. And the various agendas and personalities of the Yama Kings ("king" is gender neutral in this usage, though "Yama queen" explicitly is not) could add some much-needed conflict to the setting's otherwise staid politics. But you're probably not going to want to add "field trip to hell" as a regular part of Kindred of the East's adventure repertoire.
(Ach! I'm thinking about a campaign here - opposing the machinations of demonic forces in the looming shadow of a coming age of darkness, learning progressively more powerful magic and martial arts until you have the strength to take the fight to hell itself, where the grand champions of the demon princes, raised up from your contemporaries and arrayed with corrupt powers, bestowed by their inhuman patrons, stand ready to test your abilities to their utmost - and, like, yeah, that's an Exalted game).
Aside from the hell stuff, which you're either on board with or you're not, the main flaw of The 1000 Hells is that it continues to be extremely weird that "Asia of Darkness" is a self-contained subsetting. Here's a couple of interesting facts for you:
The Yama Kings "found that none of the realms of the spirits of the western lands was accessible to them" and "they could not affect the western world in any way."
But also, if you're a kuei-jin in the market to sell your soul, you should be aware that "the entities that the Nephandi of the West consort with are considerably different from the Yama Kings of the East."
Now, just as a reminder, the Nephandi worship powers that exist beyond the Horizon, the mystical barrier roughly coterminous with the solar system's asteroid belt, that separates the knowable parts of the Umbra (and already "knowable" is doing a lot of heavy lifting) from the primordial chaos of the Deep Umbra. Great Old Ones, basically. So the implication is somehow that these beings of the outer darkness, for whom the Earth is naught but a pale blue dot, can distinguish, with their baleful gaze that hates and envies all light and life, between the parts of the globe that are Asia and the parts that are not.
Or perhaps just as bad, that the Celestial Bureaucracy, which governs all matters under heaven, just sort of gives up when it reaches the nebulous borders of "Asia." The Yama Kings can definitely affect spirits in India, but if we go west from there, where's the line? Pakistan? (Actually pretty unlikely, because we will find in the Year of the Reckoning that the kuei-jin can be very active in Bangladesh). Afghanistan? Iran? Probably no farther west than that. And going north, the central Asian republics are kind of iffy, though they've been effectively forgotten by both Asia of Darkness and the rest of the line. But then you start getting to Russia and that definitely feels out-of-bounds. Are there Siberian kuei-jin? What border do I have to cross to exit the Yama Kings' jurisdiction?
I once described the late-90s approach to Asian-inspired fantasy as "a mental forcefield," and that actually seems pretty apt here. What Kindred of the East is doing is "Asia as genre," basically. Despite myself, or perhaps because I recognize that my favorite game is at least a little (and potentially very) guilty of doing the same thing, I think there's a possibility that a standalone Kindred of the East, which extends its cosmology to the whole world and lets heaven rule everything under heaven, could actually work. Maybe "Asia as genre" isn't so bad if you're doing it in rural Arizona, circa 1999, and the vibe is "Hong Kong cinema makes an awesomely inaccurate western." But to do it in the existing World of Darkness? Where you're now forced to racially segregate the demons of hell?
I think that is, genuinely, offensive.
Ukss Contribution: But probably not directly offensive enough to trigger my temporarily strict standards for what qualifies for exclusion from Ukss.
And I'll admit to a conflict of interest here, because this book has a subsetting that I think could legitimately be spun-off from Asia of Darkness the same way Asia of Darkness should have been spun-off from the WoD. It's called "The Wicked City" and it's the best kind of Mad-libs-style rpg gibberish. Here's the pitch:
Cyberpunk. Demon. Ninja. Afterlife.
They should have sent a fucking poet. Chief among the torments of hell is economic precarity. Literally.
"Those victims who show the capacity to return to the same dull position they held in life - textbook salesman, telemarketer, burger-flipper, export agent - do so, day after day and week after week, with no hope of improving their lot. Such prisoners are give enough salary to barely cover rent, so they can almost support themselves while enduring the agonies of hell . . ."
And then, in the streets, shadowed by the looming high-rises, there are gangs of outcast demons and damned souls who have blasphemous cybernetic implants and serve to advance the Yama King's grand design of immiserating the poor, even as they ostensibly rebel from his rule.
Someone needs to make this rpg. Like, yesterday.
I'm far too busy to do it myself, but I think the least I can do is tweak the presentation of Ukss' infernal courts to make it fit.
Sunday, March 29, 2026
(GURPS: Transhuman Space) Orbital Decay
Sometimes, people really don't think things through. Would Orbital Decay (Patrick Sweeney) be a better adventure and better introduction to the Transhuman Space setting if it leaned into its potential to be a comedy of errors? Maybe, maybe not, but there's a strong argument to be made that there is less of a bright line between sci-fi horror and farce than one might otherwise expect.
Oops. Our biotech corporation did a teensy-weensy bit of unethical genetic engineering in our second-hand space station, far away from the legal oversight of Earthbound authorities. And oops. A tiny little mistake in our super-soldier virus led to it being contagious through biting. And gosh darn it, wouldn't you know, that's the same transmission vector as our (still work-in-progress, remember) depression-causing crowd control virus that unfortunately makes people fly into a berserk rage instead of its intended effect. And you're never going to believe it, but both viruses, along with our flesh-eating nanovirus, somehow managed to escape containment. Why, if you were to model this scenario with some sort of generic universal roleplaying system, you could probably just use the stats for supernatural fantasy zombies for the affected personnel. Funny how that works out.
Oh well, there's obviously only one thing to do - send a group of mercenaries up to investigate the out-of-contact space station. Then, naturally, we'll double-cross the mercenaries by sending a ruthless spy disguised as a company representative. And of course, we'll double-cross the spy by secretly installing a puppet implant that allows her body to be controlled by an AI program. And, should some series of implausible events happen where the shuttle pilot crashes the transport rocket into the station in a misguided attempt to stop the viruses from spreading (I guess she thinks that they'll burn up in the atmosphere rather than partially survive in air pockets in the coolest part of the wreckage and subsequently infect terrestrial investigators), I should think it goes without saying that we'll betray the AI by refusing to send a rescue vessel. It's the perfect plan. The only thing that could possibly thwart us is if terrorists from Mars show up at the last minute, lured by the rocket pilot's quarantine broadcast, under the inexplicable assumption that a space station where at least one deadly bioweapon escaped containment is the perfect place to find an easily weaponizable virus. But surely, they would not risk their lives and health on the long-shot bet that we, like, had some extra viruses that were still in containment. Why, if that happened, the surviving mercenaries could activate the station's self-destruct system and fly away on the terrorists' spaceship, potentially exposing our perfidy to the world at large. . . eh, fuck it. Worst comes to worst, we'll give 'em like $5000 or something. It'll be fine.
Okay, so I committed to the bit longer than was entirely wise, but really, Orbital Decay is a perfectly serviceable adventure. Maybe sometimes people who fail to entirely think things through are the source of horror. You never get eaten by biopunk zombies when things are going well. I'd say it's only real flaw is that, as a GURPS: Transhuman Space adventure, it doesn't do all that much with transhumanism. I guess the puppet implant and the supersoldier count in that regard, but it's kind of detail on background. With the company spy, the PCs may defeat her too early or too late and her implant never comes up. And it's an open question whether the PCs are going to want to do the detective work to find out about the virus' backstory while they're actively being attacked by zombies. I mean, biotech horror in space is plenty interesting on its own, but it barely scratches the surface of what Trannshuman Space can do.
Maybe you could rework things a bit. The PCs are brought in by the Martian police, to help solve the theft of an infomorph ghost from long-term storage. The lead suspects are Negative Growth (the anti-terraforming terrorists who conveniently show up in the third act to give the PCs a way off the station), who may have been interested in this particular intelligence because it was the most recent back-up of a scientist who was rumored to be working on experimental bioweapons. But it wasn't actually a theft, it was a defection, because the infomorph was remotely activated by the scientist, who could think of no other way to evade the Terrel-Dieskau corporation's communications blockade than to commit suicide and then the terrorists, the corporate agents, and the PCs all converge on this derelict station that has been taken over by biopunk zombies . . .
I don't know. It needs some work, I'll admit. I guess it speaks well for the adventure that there is enough of a base to build off of. In true GURPS fashion, there are some sidebars talking about how to adapt Orbital Decay for other genres and settings, so I can't be entirely mad at it for not being hyper-specific. Specificity is kind of the antithesis to the GURPS ethos.
Overall, I'd say "sure, okay." I think a more comic, satirical interpretation of the adventure's events would do better for a cyberpunk story, and that's probably the most interesting way to run the adventure, but GURPS: Transhuman Space is explicitly "cyberpunk without the punk," so there's no great harm in running it completely straight.
Ukss Contribution: My favorite thing about this adventure is the Terrel-Dieskau corporation's baroquely layered treachery. There's just this long ladder of people who are absolutely shocked that the people on the next rung found them expendable. It's almost enough to take the sting out of the PCs getting betrayed (I'd actually put them at the second rung, and they really should have been expecting it, considering their mission is transparently aimed at betraying the scientists and technicians aboard the space station).
But is that a setting element? Is it a trait you can give to an organization or a location? Would it not feel extremely goofy in practice? I guess we'll just have to find out.
