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Living Constellations

LCRPG is a TTRPG set in an alternate retrofuturist cosmic frontier. · By Ejomatic

Designer Notes please

A topic by evangineer created Jan 08, 2024 Views: 123 Replies: 8
Viewing posts 1 to 2
(4 edits)

I quite enjoy reading notes about the intentions and choices of the designer, especially when the game in question wanders off the beaten path as this one does.

Would be great to see the sources of inspiration too, especially given that the alien races have quite the pulp sci-fi vibe!  Speaking of sources, do I detect a hint of The Ship Who Sang in the Shiphearts?

Also I was pleasantly surprised upon seeing the following in the game text:

CASSETTE FUTURISM MEETS SOLARPUNK

That really should be on the Itch page, it would help the game find its audience.

Developer (1 edit) (+1)

Thank you so much for the kind words! It really means a lot to get feedback.

I'll admit I'm terrible at keeping track of my inspiration... I read a lot of classic sci-fi (Heinlein, Haldeman, Clarke, Asimov) growing up and found myself loving the adventures and technology but finding some of the social aspects deeply lacking. I've got a huge anthology of old pulpy sci-fi somewhere as well. Later on Le Guin's work gave me the social nuance and forward thinking I craved but those stories didn't play much with technology.

And of course I loved the 'clunky' technology I saw not just in Alien, but in movies like Clear and Present Danger, Jurassic Park, and the old Bond films. While I still love sci-fi, I feel that technology lost a bit of its personality when it became all touch screens and frosted glass and brushed aluminum. I want to push a switch and hear a thing go 'chonk' and another thing go bzzzZZZZ. I miss the sound and smell of my old crt monitors I had growing up, even if the new screens are easier to haul in a move :p

The tv show Firefly also was, well, it was the sort of inspiration where the premise is really fun, I have a soft spot for spaghetti westerns as well... but the execution wasn't great. I felt there was a way to do a frontier in space that could still feel like a 'better fix it because no help is coming' frontier without hitting the same potholes I felt that show hit.

Unfortunately I didn't read 'The Ship That Sang' until after I'd made the game, but somebody pushed that in front of me the moment I told them about Shiphearts haha. I think my original inspiration was fleet command in Homeworld? I've been on the 'I want to be a spaceship' boat since I was a kid, so who knows what got me hooked on it.

As for your suggestion to put that header on the page, I can absolutely do that in due time. I'll be updating things when I finish with the next version; I'm currently fixing some issues some folks found and revamping how Melee weapons work so they're as fun as firearms. The timeline is being modified a little bit as well, but the core themes aren't changing.


EDIT: I completely forgot to answer the question about design choices. So the main systems through which I was introduced to TTRPGs were Savage Worlds and Pathfinder, and for a solid decade I kept trying to do more and more esoteric homebrew within Savage Worlds and Savage Worlds Deluxe. Finally I got frustrated enough to make my own system from the ground up.

I wanted to try and build meatier, more realistic combat while streamlining (and freeing up) the storytelling and lightening some of the things that were slowing my games down. I wanted things to be faster and easier, especially the dice; my goal was to have it so there is almost always the d10, and then you're just grabbing the correct amount of d4's. No need to worry about, 'do I have the right amount of d6s, oh wait I need a d8, let me grab that d12...' A number of discreet objects is faster to grab than discerning die shapes for me.

I also wanted to keep the books as short as possible, and gave myself very strict page limits. I am a GM who wants the players to read the book, and thus I want the book to be easy to read and even more importantly, be easy to understand. Personally I think character creation shouldn't need an app, and it shouldn't take more than 30 minutes per player. I wanted it so people don't have to go hunting for rules; the chapter titles should bring them close enough to find it quickly.

Also, I made this game for me. If the mechanics ever seem a little bit weird or off the beaten path, I made the choice because it's easier for me. What can I say, I'm selfish! Haha

Thank you for the detailed response, really appreciate it and it makes a lot of sense to me.

I think you and I are on the same page regards loving the pulp and wanting more depth socially.

Would love to know the name of the anthology as I will probably already have it and if I don't I should get it.

In recent years, I've made a point of collecting anthologies of classic sci-fi.

Developer(+1)

I checked my bookshelves; it's the Wesleyan Anthology of Science Fiction.

(1 edit)

Oh yeah, I knew about that one.

Hadn't got round to buying it yet.

Do you have the hardcover or the paperback? 

How robust is it? 

It's got a lot of pages, so that raises questions about the quality of the binding and the thickness of the pages which can be quite thin for the thicker anthologies.

Developer(+1)

I have the paperback copy. I haven't stress tested it but I've had it since probably 2013 and it's still intact. The pages are on the thinner side.

(1 edit)

The fact that it's still intact after 10 years is a good sign.

I should check how many of the stories I already have via other publications.

ISFDB is my friend for that sort of query (edited to link directly to paperback edition with list of stories therein):
https://www.isfdb.org/cgi-bin/pl.cgi?323978

Partially inspired by our conversation, I have just purchased online a copy of Sisters of the Revolution: A Feminist Speculative Fiction Anthology.

Developer(+1)

Enjoy. I've been really enjoying The Murderbot Diaries as of late.