Wednesday, December 28, 2022

Orbital Graveyard of More Soon-To-Be Derelict SF projects

Unlike most years where I flipflop between fantasy and SF every couple months, I've largely continued riding this SF obsession all year. Here is its newest progeny clogging up my game idea backlog. Non-all-caps names are working titles.

EON

Simple solitaire hexmap game. Follow the course of humanity's expansion and contraction among the stars as they discover new physics and space travel technologies, bifurcate and war against each other, Rogue AIs decimating vast swaths of their empire and rebuild it with nanotech, and other civilization-changing events, all from a breakneck galactic timelapse perspective.

Status: Current iteration is just not that fun in practice. The majority of playtime is taken up by updating those aforementioned vast swaths of hexes in pencil.

MEGASTELLAR VAGABONDS 

or

SUPERNOVA REVENANTS

Overpowered Picaresque in A Posthuman Cosmos

Galaxy-spanning TRPG with shades of BLAME (abandoned megastructures) and into the odd (everyone gets a high-tech arcanum) and Traveller.

Everyone's an alien, everyone's an edgelord, no one knows how anything works, or what anyone is capable of. Roam, marvel, wreak havoc, survive, repeat.

Status: I got too crunchy than intended with this, so it needs a heft realignment before it goes anywhere.

Titanic Bastionships

Spaceship Wargame with detailed component tracking and abstracted but realistic maneuvering.

Loosely inspired by Chris' Titanic Bastionmechs project (because I can't seem to keep my hackin' hands off every new project of his), yet another attempt at a realish-tic space warfare game that is any fun to play. Build ships out of modules and components, use an elegant mechanic to roll to hit those modules. 

Status: Quickly and unsurprisingly ballooned into an unwieldy mess due to The Iron Triangle of Analog Realistic Space Warfare Games - choose two:

- Dimensionality and resolution of positions and velocities in the battlespace

- More than two combatant ships, and/or independently tracked missiles, kinetic volleys, etc.

- Any amount of depth for literally anything else

THE ORBITAL MECHANIC

A System-Agnostic Space Travel Toolkit Inspired By Realism. 

Simple rules for handling the counterintuitive vagaries of movement through vacuum near massive bodies

Handling space travel, orbital dynamics, and spacecraft design in a realistic but playable manner without falling prey to the Iron Triangle above by only being detailed enough for practical use in a TRPG instead of a simulationist wargame.

Status: Not much solidified yet, in a parking orbit until I feel like playtesting any of it.

Spacewalk Skirmish

Zero-G miniature skirmish combat between salvage gangs among a three dimensional battlespace with floating derelicts and debris, using armature wires that represent tethers and umbilical cables to place characters in arbitrary positions in open space. 

Status: Really sticky idea in my brain, but I'm not sure how well it would work in practice. Currently takes the form of only a shipbreaking spacesuit customization and equipment build list, which I might just turn into a system-agnostic supplement or integrate into another project.

The Zachtron Probe Mission

Envisioned as a digital game in the style of Zachtronics (Shenzen IO, TIS-80), following the dramatic arc of a small, decreasingly funded team fighting and adapting to new tech to keep in contact with the one and only Voyager-like space probe in an alternate solar system and a world where no one cares about space anymore. Involving various types of programming challenges and robotic control minigames. Inspired by dying mars rovers and the crowdfunded attempt to regain contact with a comet probe.

Status: Will likely remain a dream game.

Shipbreaker Cardgame

Simple Solitaire (maybe MP) card-and-dice game

Set up up the layers of a derelict spaceship's hull by laying out overlapping layers of cards, each of which represents a different material or component, some of which are hidden on the card backs. Then use actions to gradually cut into and move them apart to extract the juicy reactor and other high-value modules without cutting a high power line or explosive tank.

Status: Not much to speak of beyond the concept yet, but it seems cute enough that I might return to it.

Long Arc SFRPG Framework

System-agnostic toolkit for framing campaigns that cover vast timespans with the PC crew either in cryostasis or spending absurdly long periods awake and isolated from civilization and how that affects them.

Status: Not much to speak of beyond the concept yet.

Crunchy Hard Space Opera Heartbreaker

Hard-SF General-Purpose TRPG

Dump a bunch of bits from all of my nascent SF games (and others') into a box and shake it up, then let myself go Full Crunch Mode (as I tend toward naturally) and see where it ends up, just for a lark.

Status: Almost certainly fated to break up on re-entry, but some interesting ideas that might re-applicable elsewhere or reshaped into something tractable. I'll post some details about this next.

Thursday, November 10, 2022

social erosion, or, how do i even be on the internet anymore

heres one of those self-reflective posts or whatever, i hear its good to "blog"


Post-G+, my only RPGsphere social presence aside from my blogs has been @lithyscaphe

ButI don't read RPG twitter anymore, just due to how overwhelming the sheer quantity of content is. So I really only use it to post, and very rarely. which is poison for the algorithm.


I don't even read blogs anymore, with a few exceptions.

and I seem to find blogging about game content less fulfilling than just plugging away at nascent game content projects in silence and isolation. 

[self-rhetorically] why?

I have a catch-22 between posting on lithyscaphe and here

i wasn't posting on L because it seemed stressful to put the amount of effort i felt like it should deserve, compared to actually trying to finish projects. I still have a specific picture of what content i post there has to conform to, limiting my desire to post (not to mention the abysmal blogger editor). it's the place where PA exists. PA has gotten pretty big. A lot of people visit L for PA, and see other stuff that is there. 

if i was going to post more freely, i needed to a separate blog, without a potentially-large audience with a particuar set of assumptions that enforced my own assumptions about effort and content.  so, new blog, basically no audience, no editor fine-tuning, no pressure, more posting.

for a while.

 I think lack of engagement (yes, duh) and/or the vagaries of shifting interests and attention dried up my momentum for posting here.  now, every time i think i could maybe make a post, i look at the date of the last one, almost a year gone now, and then look at my traffic, and think what's the point?

and yet, if my game content/projects, which i genuinely enjoy creating, are never seen by anyone else,... 

some portion of lizard brain does want to see numbers go up on things i've made.

and if they exist, knowing there are other humans who are specifically interested in what i do would help me finish projects, or at least share useable content. But how i find that is a mystery right now.

i also do occasionally feel compelled to microblog ala twitter. but my use case is usually just to share stupid little jokes or tiny gameable ideas and get a few likes for a dopamine hit. this actually happened for me on G+, and early days after shifting to twitter.  I don't think either blog is suitable for that, literally because there is no like button. and if it isn't happening for me on twitter even after i had decent results initially, im not sure it will happen anywhere new where i have to build from the ground up...

but if i can hit "publish" on THIS, maybe there is yet hope. or something.

Sunday, February 6, 2022

An Orbital Survey of Nascent SF Projects

I tend to vacillate between deep interest in Fantasy projects, and SF projects. It's difficult to get into the mindset of one or the other, so rarely mix them or easily shift between them. 

I've been deep into an SF phase since my last post. I also find it more difficult to share my SF projects, for no apparent reason. So I thought I might force myself to try.

One after another, I've been tentatively excited about a handful of projects, thinking I might be able to see one to a good state and share it with the world in a playable form. And for each one, in turn, I got distracted by a different one. So it goes.

But since I want to show something to the world, here's a brief survey of those projects, as well as my bigger older unreleased SF projects.

You'll note that most of these are Solitaire-first and not PRGs. During the pandemic I realized I'm much more likely to polish and release a game I can playtest by myself.

I'd love to hear any opinions on which of these sound the most interesting, or the most worthwhile to continue developing.

Recent Projects

 (since last post here, in chronological order)

Aces and Admirals
  • Simple(ish), thematic rules for cinematic space opera battles
  • Type: 2P or Solitaire Tactics Miniature (or token) Wargame
  • Hook: Some unique-to-me mechanics that enforce thematic tactical decisions
  • Inspirations:  Chris McDowell's Project 10, Star Wars Armada (which I haven't played)
  • State: 23 page GDoc, v0.3, a couple of playtests
  • Feel: Lukewarm, slow to playtest, maybe not unique enough to pursue
 Deckhand
  • Organize dice that represent different types of cargo in your ship's hold according to restrictions, and strategically choose your trade route
  • Type: Inspiral-like Solitaire Dice-and-One-Page game
  • Inspirations: Inspiral... my own desire for a cargo management game with some physicality 
  • State: one-page GDoc layout, v0.3, multiple playtests
  • Feel: Lukewarm, but it's small, and I think there's something there
SS Hot Mess
  • Follow the relationships between a scrappy crew of a cramped starship as they shift and flare and evolve
  • Type: Solitaire or multiplayer... Inspiral-like Solitaire Dice-and-Board game, probably
  • Inspirations: The Sims, Firefly etc, games where this is an element but not the focus
  • State: No rules, just a Perchance generator for a crew and their interrelationships
  • Feel: Uninterested right now but, cute notion but not sure where to go from here
 Unnamed Starfighter Sim
  • Track enemy fighters with dice, moving them between sectors of a radar display as you maneuver to get a good shot and shake tails and manage power between systems
  • Type: Inspiral-like Solitaire Dice-and-One-Page game
  • Inspirations: Tie Fighter and other space dogfighting sims
  • State: Initial designs
  • Feel: Uninterested right now but might return to flesh it out
TransMars Rail
  • Scan, plan, and build up a planet-wide industrial infrastructure on a printed and folded 3-D icosahedral hex-dot-grid globe
  • Type: Strategic Solitaire Boardgame
  • Inspirations: Real plans for Mars settlement, Slipways, Factorio/Satisfactory, "grease pencil" rail boardgames
  • State: Some notional resource tree and unit stats, generators for icosahedral hex map resources
  • Feel: Long way to go here, not super hopeful, but sated some strong design urges 

 Ever Outward

  • Strategically pilot an Interstellar Diaspora ship across the stars, scanning planets and searching for a place that a contingent of the 4000 settlers you carry in cryostasis can work their entire lives to make a home out of.
  • Type: Inspiral-like Solitaire Dice-and-Board game
  • Inspirations: Real Geoplanetary Science, Seedship
  • State: 8 Page GDoc, some elements playtested 
  • Feel: Hopeful, but there is a lot of balancing work needed, and I'm not sure if mechanics and choices are compelling enough to keep you engaged when the majority of systems are uninhabitable 
 Tungsten Trilemma
  • A light framework for SF RPGs
  • Type: Semi-modular RPG rules/tools
  • Inspirations: Iron Triangles, Various SF RPGs, The Expanse, the worlds of my other SF games
  • State: recent, growing GDoc
  • Feel: IDK, right now just an outlet for some ideas that have built up over very tentative prior attempts at SF RPGs. Might turn into a smallish finished project that I'll probably never run.

Prior Projects

(at least the bigger ones, roughly in chronological order)

 Inflection:Prelude
  • "VAST APOCALYPSE-POWERED SPACE OPERA OF META-ETHICS AND EXISTENTIAL RISK AT THE CUSP OF THE SINGULARITY"
  • Type: PbtA RPG
  • Inspirations: Various Hard SF novels
  • State: 50+ page GDoc, incomplete
  • Feel: IDK. Self-aware-ly naive back when I was thrilled by the seeming ease of hacking together PbtA games and also into absorbing existential risk studies and when I actually read novels. Probably too pretentious to attempt to distill metaethics into a game system that people would play.
Fission System Privateers
  • A Tactical Game of Tense Deception and Interplanetary Maneuvers
  • Type: Tactical 2P+ Board-and-Card game 
  • Hook: baking realistic restrictions into rules (orbital mechanics Delta-V, simplified rocket equation, no stealth in space, known/hidden info)
  • Inpirations: Realistic space warfare concepts, Human Reach novels, The Expanse
  • Feel: This is one of multiple attempts at distilling realistic space warfare into a playable analog tactical game, probably my best one, and yet it still feels only somewhat tractable. Still might be something there worth polishing.
AIRLOCK
  •  LO-FI  SCI-FI  ISOLATION  HORROR  RPG
  • Type: Rules Light RPG
  • Hook: "Solve, Survive, Save" framework codified into rules, panic rules tweaked to my taste
  • Inspirations: Alien, Cthulhu Dark, Mothership
  • State: 20 page GDoc, v0.7, no playtesting
  • Feel: I mean, there's a million of these now, so........
Unnamed Slipways-like 
  • Build self-reinforcing interstellar trade routes on a randomly pre-generated and printed starmap
  • Type: Solitaire Dice-and-Draw game
  • Inspirations: Slipways
  • State: Starmap generator, v0.4, a few playtests
  • Feel: IDK, went through a few versions of the central mechanic and haven't found a satisfying balance of comprehensibility and legibility of map-marking
Orbital Decay (such an overused name, but I don't think there's been a more suitable game for it)
  • Make tense decisions to survive and escape Jupiter's orbit after a Kepler-Syndrome-like event, by salvaging derelict spacecraft to refuel and maintain your own against accelerating decay
  • Type: Inspiral-like Solitaire Dice-and-Board game
  • Hook: Simplified but realistic orbital maneuvering mechanics, ship systems damage simulation, an undercurrent of cosmic horror
  • Inspirations: Hard SF
  • State: 10 page GDoc, v0.6, multiple playtests
  • Feel: Hopeful - focused scope, but needs more tweaking

Thoughts and tools for good magic rules and spells

These ideas and principles have been retread a thousand times, but here's me doing it, since otherwise i guess i'll just continue No...