Antipode is a science-fantasy tabletop RPG that could be compared to Star Trek with magic. It uses the Halberd System for its rules; if you’ve ever played Dungeons and Dragons, it’s a little like that. You are either one of several players or the Game Master (GM), with each player controlling one character and the GM controlling everything and everyone else that those characters encounter. Players create characters before play begins, giving them a backstory, personality, and game statistics; these characters should be fully fleshed out and the players should be ready to role-play as them. The GM can create his own characters, but they are more numerous and are usually less detailed (because they only are part of an encounter for a few minutes in most cases); the GM often uses pre-made characters if he doesn’t want to spend hours giving stats to so very many minor individuals. Some of the things that make Antipode different are its streamlined approach to setup and play, its pure mechanics with less separate types of rules to keep track of, the fact that it doesn’t use dice or miniatures, and of course its radically different and very unique setting. With the exception of the setting, all of these features are because of the Halberd System (which I will get to in a later post at some point).
The world of Antipode is governed by hard science and ubiquitous magic. Science is based much more on current models of the future than say, Star Wars, with a wireless network fueled by magic and the strange physics of the world called the Mesh working its way into every possible nook and cranny of technology. Learning is effortless, with information from the Mesh streamed directly into your brain through cyborg implants. Magic is the main force opposing the hard-scientific laws of nature; it lets matter or energy be created from nothing, lets wounds heal instantly, lets objects and creatures teleport, lets large characters shrink to get into a building, lets plants grow before your eyes, and so on. Most magic and even technology is based on the 14 elements; circuits for machines can use earth, space, darkness, fire or any element for wiring instead of being forced to use electricity (a phenomenon made possible through pseudomagic, which is the name for magic-seeming effects that are normal and non-magical in the Antipode universe). On some worlds, life is easy, fed by magic and/or machines fulfilling every need and making lifeforms lazy. In most places though, violence is ever-present because of attacks by hostile aliens, combat robots, greedy megacorporations, evil creatures from neighboring dimensions, monstrosities grown powerful by magic, simple crime, and countless other threats. The universe is in desperate need of heroes, and the Player Characters (PCs) might just fill that need.
PCs and Non-Player Characters (NPCs) can be of many races, be they living or nonliving. Humans have a significant role in the universe, but they come second in prevalence to the Sfyst, a species of bizarre-looking lifeforms with keen senses who evolved a hundred-thousand years before the Humans came to their current form. There are many types of Augmented Humans (1 type for each of the 14 elements) as well, although most are less common than normal Humans. There are the floating magical jellyfish called Vih (with their armored variants called Palk and their ghostly variants, the Sahnt), the militaristic and religious birds known as Kurguizh, the superior amphibian technicians called Laskrei, the multi-talented armless bipeds called Esyin, the stalwart, heavy-weapon-loving bugs called Cerpalli, and the big, dumb reptilian hunters called Zhand (with their smart, flying variant, the Zhallal). Then there are the small, psychic camelids from a barren moon known as Ilapa, the huge, primitive, psychic behemoths called Nodebpe, the rapid and unpredictable shapechangers called Gyo, the genius, slow, robot-controlling brains-in-space called Argant, the slithering, fear-controlling snakes known as Glarosp, the infinite possibilities for Neighbors (demons, angels, or whatever else you want, hailing from a neighboring dimension), and of course many, many types of robots.
Antipode is set on a very large scale. The entire universe is the playing field for the countless nations, corporations, and planets — and of course the PCs. You can get wherever you need to in starships that can either teleport in one shot to their destination at a warp hub, teleport in shorter jumps using space magic until they get to their destination, move faster-than-light using time magic, or send their crew into hibernation while the ship’s computer navigates them (a la 2001: A Space Odyssey, although hopefully without HAL 9000). The rules are designed to be fluid enough to allow the GM to come up with locations on-the-fly as the PCs decide to go somewhere; without grids or miniatures this is much more feasible.
Well, I hope this is enough for an introduction to this game; Antipode is quite deep and takes some effort to fully grasp, but I think it is well worth it. But if you’re looking for a premise that’s a lot less weird (that is, if you think Antipode is too unusual for your tastes) but still just as fun, try Elemental Warzone… which I will talk about next time.
Thomas (Tommy) Ettinger