Revisiting the River of Heaven

With all my work on getting Reboot the Future out the door and occasionally dipping into finish off Blasters and Lasers Zero Edition, I’d be forgiven for not mentioning D101’s big Sci-Fi game on this blog. Right? Wrong! This is an oversight on my part and one I aim to set straight. So strap yourself in and prepare for a warp-speed tour of our flagship OpenQuest powered sci-fi game.

The Genesis of River of Heaven

Science Fiction was a big part of my upbringing as a young gamier in the 80s and in some ways a more accessible and immediate part than Fantasy. It’s easy to forget that it’s only been recent that we’ve had a bounty of Fantasy films and TV series.  In the 80s that sort of stuff was books and roleplaying games. Sci-fi had already hit the mainstream in terms of TV and Film, and as well as a solid base of literature to dip into, TV programmes such as Dr Who, Blakes 7, Space 99 as well as comics such as 2000AD and Starblazer were readily available and eagerly consumed on a weekly basis.

It was also really strange that my early gaming habits didn’t feature sci-fi at all.  I found Traveller too dry for my tastes and FASA’s Star Trek game to fiddly. The only one that got any time at my table was Games Workshop’s Judge Dredd Roleplaying game, due to my group’s shared love of this character from 2000AD, which was intensely played for six months to the point it we were burnt out on it.  When I got into Call of Cthulhu in the late 80s, Chaosium’s Ringworld game briefly crossed my radar via adverts in White Dwarf but I certainly didn’t see sight nor sound of it in our local Games Workshop (who had the license to sell Chaosium stuff in the UK at the time).

This pattern was repeated throughout the 90s and 00s. Traveller remained too dry for me and other sci-fi games were either too obscure or fiddly to catch my attention. I dallied with West End Games’ Star Wars, but it wasn’t anything too serious. Besides by this time I had a serious Gloranthan RuneQuest habit that I spent most of my time feeding.

In the early 2000s one of the players in a Delta Green game I was part of introduced me to Cthulhu Rising by John Ossoway, which was a fan made Cthulhu meets Aliens/Bladerunner that was published by Chaosium as part of their monograph range. It was a pitch perfect serious but accessible sci-fi setting. I already loved the system from my RQ love affair and to walk around the mean streets of the not too far future that was depicted in Cthulhu Rising rang all my bells too. Unfortunately we only played a couple of sessions but it stuck in my memory and I put it down as one to explore – once I had run that final epic RQ campaign that I was planning .

I’d almost forgotten about Cthulhu Rising when in 2005 I actually met John at the first Furnace convention in Sheffield and learnt that like me he was from Manchester and actually worked just down the road. So we arranged to meet up once a week and a series of chats both personal and about our gaming were had. One of the things John raised early on was did I think Cthulhu Rising could use the Mongoose RuneQuest SRD to become a standalone game? Yes I did, for I had just finished writing the first draft of OpenQuest. So more weekly lunchtime chats back in Manchester and then John came to me with a new idea.

By this point he was pretty burnt out with Cthulhu Rising, which had already taken up up 5+ years of his gaming life, and he wanted to put out a less dark more hard sci-fi game and would I be interested in publishing it. So I asked him give me an elevator pitch of what the game was and why I should play it. So he quickly described River of Heaven a Pre-Singularity/Pre-Transhuman setting, where the drama came from the fact that the human society was near those tipping points, and while it was enjoying a Golden Age of Space Exploration. Despite the game’s period being called The Bright Age in the timeline, the adventures we focuses at the edges where things look a lot less happy. The setting while firmly human centric had in the past had the touch of enigmatic alien races which had left traces.

John wanted to use  OpenQuest  as a rules set because its flexibility and we were both keen to make it so players familiar with OQ can move straight to River of Heaven and easily get the rules concepts. For example the Augmentations, biological and nanotech based enhancements that all characters have, are based off Battle Magic rules at their heart and John used the Ready Made Concepts system of OpenQuest (which is pretty much an optional system there) to outline the iconic professions of the River of Heaven setting.   Don’t just think though that River of Heaven is a Sci-Fi version of OpenQuest (that’s not what I wanted). John wrote big chapters on Transport/Equipment and Setting to make RoH its own thing.

Talking of the Setting we decided early on to paint River of Heaven’s default setting in broad strokes. We had tired of settings that detailed every last interesting detail, leaving no space for the GM to create their own ideas. We had the fact that Space is big on our side and because setting doesn’t have Faster than Light drives then we only have to detail a system at a Time. The core rule book only details (with scenario seeds) the Sol system and nearby Alpha Centauri system (or the Kenturan Hegemony as it’s called ).  Sol is a mess of old National Powers fighting over the planets, since an ecologically damaged Earth is no longer viable. The Kenturan Hegemony is ruled by a Byzantine like culture, which is made of noble Houses who struggle for dominance. The two systems share some of the same organisations, such as the Space Pilot’s Guild, so there’s a natural connection between the two systems.

Phase 1 The Kickstarter and Intial Release

John put a lot of effort into a core rule book which was at the time of its release the biggest project we had undertaken. So finally it was decided to do a Kickstarter at the start of 2014 to pay for the iconic colour art of Peter Frain, and the full colour layouts that John (who is a graphic designer by trade). As an unexpected bonus, my friend Keef, an electronic musician, who was initially asked to do a ‘theme’ tune for the Kickstarter video got carried away and wrote a whole soundtrack for the game, about 100 minutes of music which is available via bandcamp.

Overall was a huge undertaking, it took about eight years of solid development, I find River of Heaven highly satisfying and coming full circle meets what I want out of a Sci-Fi game.

This slideshow shows the covers of the main rulebook and the adventures that were released as outputs from the Kickstarter

Phase 2 River of Heaven Refreshed and To the Stars

Bringing the story bang up to date, the game got a re-release in 2019 as River of Heaven Refreshed. This was a quick update to bring the rules in line with the changes I had made in OpenQuest 2 Refreshed (2017). Also the introductory adventure Reunion was brought into the main rulebook.

Also with the help of frequent colloaborator Paul Mitchener, I got the much delayed River of Heaven Companion, To the Stars out in 2019 as well. This has rules for Organisations, such as the Pilots Guild, the noble Houses, or even the United Suns Corperations. I wrote an article addressing the confusion over what to do with the game, and a clafication about how human subspecies work in the game. Myself and Paul presented a selection of adventure seeds, and the book also gathered up Message from Futhermost and The Last Witness.

River of Heaven available at D101 Games’ web store.

Reboot the Future, The Rules

This article is the first of five preview posts looking briefly behind the main selling points of Reboot the Future, Cyberpunk Roleplaying in the 23rd Century.

The Kickstarter page is now set up and if you are reading before 1st November its currently a prelaunch page where you can sign up to be notified the moment the Kickstarter launches.

Today I will expand on At its heart, it’s a straightforward rules-light Cyberpunk game.

Reboot the Future is built on Paul Mitchener’s Liminal RPG. About nine months ago, Paul kindly sent me a Liminal SRD with all the setting info and examples stripped out since I had expressed an interest in using the ruleset for my projects. Paul and I have collaborated on many projects over the years, and Liminal to my mind is a logical endpoint of the no-nonsense approach that Paul and myself share. It’s on its surface a very simple 2d6 vs Target number system. but there’s other things going on under the hood that make it a very powerful ruleset.

At the heart of Liminal, there the things that define the characters:

Concept. This is a quick summing up of what the character is all about, a pen picture. It also comes attached with suggested and required definitions which are detailed below. I completely rewrote this section to include all the standard cyberpunk roles, such as cyber hacker, Ronin, Black Marketeer etc.

Drive is what makes the character tick. It’s the goal that they are working towards in-game and nicely sums up their beliefs. You score extra experience for pursuing your drive and being able to reroll skill tests that involve the Drive.

Focus: Each character has a focus. This gives them bonuses for certain attributes, and access to Talents, which are traits that only characters with that focus can have. Reboot the Future has focuses of, Commerce, Determined, Hacker, and Tough.

Skills. Liminal has a short but comprehensive skills that tend to be broad rather than narrow in scope. Hence we have Athletics that covers movement abilities rather than separate skills for Jumping, Climbing etc

Traits. Are the additional abilities and talents that the character possesses outside of their skills. Some traits add bonuses to skill tests of a certain type. Others open up whole new areas of endeavour.

Attributes: Will, measures mential fortitude and can be spent for rerolls. Endurance measures physical health. Damage and Protection is the harm that an attack inflicts and your armour aborbs, both measured in d6 plus a modfier that goes up with effectiveness.

Liminal Characters are also part of an adventuring party called a Crew. I’ve renamed this the Gang in Reboot the Future, and added some cyberpunk style assets that the gang can collectively call upon.

The game system is short and concise and mainly revolves around skill tests and challenges.

Skill Tests and Challenges. Skill tests are very straightforward roll 2d6 add an appropriate skill rating, and see if you’ve rolled higher than a Target Number, which defaults to 8 but can be adjusted by the Game Moderator. Challenges are slightly more involved procedures for Combat and Social interactions.

Areas I’ve added to character definitions.

Style, in keeping with the fashion-conscious genre aspects of cyberpunk, every character has a style that defines their visual appearance and attitude and gives a bonus up to three times a game session to any skill test where it is appropriate.

Origins and Flashbacks. Each character has an Origin, such as Archology Terminte, Spacer, Rough Neck etc. As well as a quick background of the characters upbringing for the purposes of roleplaying, they can also be invoked, up to three times per session in the form of Flashbacks that give the character insights from their past which allow them to reroll failed skill tests where appropriate

Cyberware. I’ve used the traits system to add the many types of cyberware that the game features.

Circles and Contacts. Cyberpunk literature has many examples of where a contact is quickly contacted to get the characters out of trouble, or the character’s association with various social circle. So I’ve added rules for this.

To the overall game system, I’ve added some additional rules in keeping with the Cyberpunk genre, that add to straightforward Liminal’s rules for skill tests,social and combat challenges.

Rules for interacting with Virtual Reality. This all revolves around Avatars that act as a digital version of the character in the virtual world. Opposing them are Artificial Intelligences, which guard and control the computer systems that the characters want to loot, manipulate and hack. Unlike other Cyberpunk games, where a dedicated hackiing role gets to have all the fun, while all the other characters sit there twiddling their thumbs, every cyberpunk character has an Avatar which can interact with the virtual world, and take part on data raids, seizing control of computer remotes, and engaging in combats with system AIs.

Vehicluar Mayhem. This type of challenge covers both vehicle combat and chases in one swift go.

Load Out. This chapter adds descriptions and game rules for the many bits of technology that the characters can pick up.

If this interests you, check out the Kickstarter page.

  • Reboot the Future Kickstarter page.