That time of day again for an update on progress.
So last nights game went well if you haven’t caught up with the G+ community update you can find it here
Today was spent working on layout and Mauser illustrations, specifically Ms Angelica Rothsforque, CEO of Bolas-Rise industries and a common sight at red carpet events.
This weekend I’ve got lots of family things on so probably not too many updates but I’ll try to get Ms Rothsforque finished so I can let you all bask in the glory of one of the confederations wealthiest citizens.
So another busy day working on the hoppolite art, which I finished but can’t say I’m totally happy with it so I think it will probably get redone.
In the meantime doing more layout for character creation.
Had a great email from Jerry Ozbun who is playtesting and running the Code Red module with a g+ hangout group as well as an upcoming convention. He had a few great ideas to streamline the movement and attack modifiers – so thanks Jerry!
Now back to work
Just a quick update,
Completed the species descriptions today and working on the accompanying art which is going well.
Looking forward to game testing and see how all these new species special talents go down.
Will try to post some art tomorrow.
Wow, well I feel like I’ve been cramming for an exam, but I’m pretty happy with the results so let’s see what you think.
This is a proto-layout for Vanguard, showing the badgerian species description from character creation chapter.
Put the finishing touches on the geographical overview map for Ashen today and started on a cultural/species division version, will probably put together another showing major cities and starports.
In other news I also began messing about with ship building rules – but that’s way down the track for now.
As promised the blueprints and techsheet for the cutterleaf – and a special treat… just for here (at least for now)
The last picture is an image of the fighter ace Emilia Oakheart with her LF-GH8 callsign ‘Nutcracker’
I’ll be posting it to the other groups later in the week, but for now it’s just here.
Continued work on layout and writing up of introduction chapter for the book.
The main interceptor used by the confederation is the nutwerk designed leafcutter LF-GH8. A one person short range intercept fighter it is deployed throughout confederation space.
Blueprints and tech sheet to follow…
Today I continued work on the resource and crafting rules for VANGUARD. These rules I’ve called prospecting and they cover mining (including things like harvesting or gathering) and salvage of technology and parts.
So this is what I’ve got covered so far:
- Score presence and quality
- Score size
- Score discovery
- Time to extract
- Price (to sell and what can be used as salvage)
- Equipment power-ups
Also been working on some of the space ships, should hopefully have something to show tomorrow (maybe the Nutwerk Cutterleaf)
Last night we had a game session and spent much time exploring VANGUARD character generation. A lot of new ideas came up and so some fine tuning is going on under the hood.
But one of the great things that came out of last nights session was the exploration of personalised, species specific, talents for players to choose at the start of the game. There will be a list of three or so to choose from but only one can be chosen.
These will replace other species modifiers and give a much stronger flavour to choosing one of the five confederate species. The key thing for me was making sure the talents were inspiring, that they were real game changers in that they would be something special for that species that would set them apart and give them an edge in gameplay that could be crucial to a mission’s success.
And that they were cool to have
A good example would be the badgerian talent “Mega-strength” which will allow the badgerian to double one tough based check during a game session. Or the mauser talent “Sneak peak” that will allow the mauser to go unnoticed once per game session.
Day one on the VANGUARD trail and it was a day of research, experiments and a lot of thinking.
I spent much of the morning looking at starmaps and reading astronomy websites on interstellar travel, threats and likely planet configurations.
Where did this all leave me? Thinking that kids don’t really care about space travel – not in the scientific/physics lecture sort of way. It is enough to know that a spaceship keeps the cold void at bay and that what ever engine propels you through the expanses of deep space do so at a speed that doesn’t leave you in cryo-freeze for forty years or means your pet dog has died by the time you get home from a round trip to the nearest colony.
So I started work on one (yes there is more than one) starmap for the game (you’ll find out why there’s more than one later…).
Obviously it’s not finished yet but before I went much further I thought I’d do some polling.
Space made simple
In keeping with the design principle for VANGUARD of keeping it simple for the young ones but modular so that it can expand I’ve been working on a space travel/movement scale.
This is based on propulsion type and working on the singular distance of the good ol’ parsec (but you could just as well exchange this for a light year or what ever other range you feel appropriate)
There are four categories of propulsion:
- Conventional – these are solid, gas and liquid and nuclear fuel systems
- Advanced – these methods use advanced technologies harnessing various forms of plasma, ion systems, pulse engines, etc.
- Experimental – mostly prototypes and blackbook operations involving dark matter, perpetual motion engines, particle accelerators and anti-gravity/drop fusion FTL
- Warp fissure dive – not so much a propulsion system as a means of involuntary motion but getting from one place to another all the same.
The time each takes then depends on the scale of travel being undertaken which I’ve broken down into these ranges:
- Inter-parsec / Interstellar – moving between solar systems and through deep space
- System – within a solar system, interplanetary travel
- Sector – typically a section of space within a system, often associated with a planet or other body (i.e. space station). A sector could be described as within round trip range of a single manned spacecraft (scout/fighter)
- Contact – The range at which combat between vessels and ships take place.
and once again the distances moved depend upon the propulsion system being used (as well as other factors).
So that’s it so far. Happy to hear any thoughts.