Carta Galaxia Development Update #21

Carta Galaxia Development Update #21

Carta Galaxia Development Update #21

Not much to report book-wise this week. I’ve got a lot of writing done, but I want to keep it as a surprise. I hope to have it ready to unveil next week. It’s a lot of fun.

Playtest Report

This past weekend I got to playtest the Campaign Design rules (that I posted last update) with some friends of mine to start up a campaign. I’m happy it worked so well, the scenario came together quite organically, with everyone at the table contributing to it. And it’s definitely a scenario that I wouldn’t have come up with on my own, so I’m super interested to see where it’s going.

Scenario:

It is an age of galactic peace, prosperity, and advancement. The race is on to be the first faction to develop trans-galactic travel.

Aesthetic:

Gold and chrome. Heavy ornamentation, artistic decorations, luxurious fabrics, tall spires, shining surfaces, synthetic chimes.

Factions:

– Arkology: populist, enthusiastic, crowd-funded engineering initiative.

– The Institute: government agency, regulates dangerous technology.

– Avrys Industries: bombastic megacorporation, owns entire worlds.

– Raven’s Guild: Crime syndicate, organised, loyal, plays all sides.

Characters:

– Information Broker (Advanced Augmented Psychic)

– Retired Engineer (Rustic Industrial Explorer)

– Drug Dealer (Crowded Academic Scoundrel)

I’m interested to see if things go more intrigue-based or more scientific-experiment (possibly branching into exploration?)

Community Question

If you folks have a bit of spare time, I’d love to know what combination of Scenario/Aesthetics you’d like to play in. (https://www.dropbox.com/s/r4q0tex0linqshr/Campaign%20Setting.docx?dl=0)

we are still stuck on a desert planet.

we are still stuck on a desert planet.

we are still stuck on a desert planet. in today’s episode we come across a tribe of desert nomads (well, raiders, really) that have never been seen before in any kind of science fiction media. no sir, not at all…

https://play.radiopublic.com/the-chaotic-goodness-podcast-G3VAb5/ep/s1!9d5bbc5306aa39956afe1ecee2685af874c7c0ee

So this came in the mail yesterday!

So this came in the mail yesterday!

So this came in the mail yesterday! I have not gotten all the way through, but I’m mostly intrigued by the options to include mysticism in the game so far. Very cool. Looking forward to letting my players look through these additional options after considering their inclusion. 😉

I wrote up some alternate starship design rules to make them a little bit more in line with core book item creation,…

I wrote up some alternate starship design rules to make them a little bit more in line with core book item creation,…

I wrote up some alternate starship design rules to make them a little bit more in line with core book item creation, and group starting ship design, while retaining the fidelity of the new FBH rules. Critique welcome.

Hey look! You can put sandworms in this game! We do it in the most insane way possible!

Hey look! You can put sandworms in this game! We do it in the most insane way possible!

Hey look! You can put sandworms in this game! We do it in the most insane way possible!

https://play.radiopublic.com/90a27d44-80cc-47ae-b327-4b9e306a016d/ep/s1!7966360c598ae7fc4f8097e3e3f616c9e0e461bb

20 Archtype ideas.

20 Archtype ideas.

20 Archtype ideas.

Armory Officer (Military Industrial)

– Unique Weapon, Heavy Lifting, Upgrade

Assault Squad Officer (Military Personality)

– Tactics, Toughness, Leadership

Conn Officer (Starfarer Explorer)

– Navigation, Calibrations, Recklessness

Consultant (Academic Personality)

– Education, Technobabble, Fame

Counselor (Academic Starfarer)

– Education, Deduction, Cosmopolitan

Damage Control Engineer (Industrial Starfarer)

– Repair, Construction, Weightless

Diagnostic Engineer (Academic Industrial)

– Education, Deduction, Technobabble

Doctor (Academic Personality)

– Chemistry, Surgery, Leadership

Explosives Expert (Industrial Military)

– Tinker, Upgrade, Heavy Lifting

Fabrication Engineer (Industrial Explorer)

– Construction, Tinker, Survival

Flight Deck Officer (Starfarer Military)

– Custom Flyer, Calibrations, Authority

Maintenance Engineer (Industrial Academic)

– Repair, Dismantle, Deduction

Nurse (Academic Clandestine)

– Education, Deduction, Interrogation

Life/Physical Scientist (Academic Explorer)

– Education, Deduction, Reconnaissance

Security Officer (Clandestine Personality)

– Surveillance, Interrogation, Leadership

Computer Systems Engineer (Technocrat Starfarer)

– Hijack, Program, Calibrations

Tactical Systems Specialist (Industrial Starfarer)

– Repair, Upgrade, Calibrations

Technician (Industrial Starfarer)

– Dismantle, Upgrade, Calibrations

Transporter Officer (Starfarer Industrial)

– Custom Flyer, Calibrations, Repair

Ground/Space Warfare Specialist (Military Starfarer)

– Tactics, Authority, Weightless

I’m about to start the first actual play session of my online campaign tomorrow (beyond setting and character…

I’m about to start the first actual play session of my online campaign tomorrow (beyond setting and character…

I’m about to start the first actual play session of my online campaign tomorrow (beyond setting and character creation). We are going to be playing in the default class 2 starship setting. I realized that my players have decided to begin with 3 vehicles, which by standard rules means 3 out of 4 slots in the cargo bay will be filled. They don’t have a LaunchPad workspace that could free up the flyers, and taking that would sacrifice a Navigation work-space, which can also be very important. They will also probably want room in their cargo bay for salvage operations.

The choice of taking 3 vehicles is not necessarily a bad one. It has its benefits: three different craft that can be used in different environments and situations, and its drawbacks: the need to space and service all of them.

This leads to an interesting conundrum. As the GM, I do want space within the craft to matter. Class 2 Starships generally don’t have the larger carrying capacities of their Class 3 counterparts.

Having to decide what to leave behind and what to take should be a decision they’ll have to make. However I also don’t want their choice to have vehicles to limit their choices in the long run.

Any advice? Anybody had trouble with this before? Is this an actual problem or is this the system working as intended?

Carta Galaxia Development Update #20

Carta Galaxia Development Update #20

Carta Galaxia Development Update #20

Slowly recovering from illness. Back in the saddle, writing away.

Preview: Creating a Scenario

I’ve linked a first, rough pass of Chapter 1 of the book. It covers establishing the core scenario of a campaigns. It likely needs another pass because I probably rambled (I blame the medication), but I hope it at least makes sense and provides inspiration/guidance. You guys will tell me if I’m totally off-base, yes? I’m totally getting impostor syndrome from writing How To Do X guides. Bleh.

What’s Next

I’ve already started hammering at the Jump Point / Prompt chapter, which is one of the big ones. Fortunately I have a lot of Words already written, I’m now trying to order my thoughts and condense it into easily digestible sections…

A strong Prompt has:

Context (why are they the ones answering)

Guidance (what kind of information are we looking for)

Impact (how will this define future events and decisions)

… and so forth.

https://www.dropbox.com/s/r4q0tex0linqshr/Campaign%20Setting.docx?dl=0