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60 Years in Space

An extremely crunchy d6-based hard sci-fi table top roleplaying game. · By half-a.press

Absent Without (?)

A topic by Timothy731 created 50 days ago Views: 96 Replies: 8
Viewing posts 1 to 9
(+1)

Hello! After finishing the series for some time, I'm still reading on and off about the news. I've got to say that the entire This Space Intentionally book is quite easily my favorite book in the series, it adds an entirely new dimension to the game, and allows for so many new gadgets (still a bit short on Promotions though), and I've really enjoyed the Dependency section in A Facility with Words. I'm already extensively using the content from all three books on my table, upto and including Operations and Accidents, the results are fantastic. 

I've read that you are already preparing a new update, including base building rules (I love those!) in, presumably, (A)-Base-(D)-Landing. I've got two questions then:

1. How much would the new supplements cost, and what does Absent Without actually focus on?

2. Would the new update include Solitaire rules? 

Developer (1 edit) (+1)

Update 3 will be out shortly -- hopefully this month -- and (A)-Base-(D)-Landing will be released along side this. This book will have a number of rules moved from elsewhere and as a result, I'm going to make it pay what you want initially to give everyone a chance to buy it to ensure that they get the rules that were initially published in another supplement.

Absent Without will be a full supplement that covers the Directions era starting in 2100. What happens in the directions era is going to be determined by which futures get completed: will your Directions era be an Exodus era, a Breakthrough era, a Singularity era, a Terraforming era or an Earthside era -- or a mix of many of them. It's going to be a little ways away, as I may end up making it an "expandalone" (but will probably require you buy A Facility with Words as well)-- it'll cover exploring big dumb objects, terraformed planets, Dyson swarm elements and generally feel more like a traditional TTRPG. I think it's going to take a while for me to write it.

"The year is 2100 and you have lost control."

I'm also starting to think about a couple of other supplements Colony: Subtitle, which will cover building large colonies and undersea exploration -- it'll also have an alternative future where humanity never goes to space and instead explores the seas; and All Terras are My Own, which will cover terraforming in more detail. 

Developer(+1)

As for a "solitaire game". I think the best thing I can do at this stage to support solitaire play is make the game better overall. Update 3 includes so much more material to help support play: encounter cards which allow you to instantly make NPCs by combining a disposition and intent card; more handouts; significantly streamlined, clarified and consistent rules in too many areas to count; a new game mode in the core (now called Crewed) rules that focuses on trade; more detailed rules to allow you to repair abandoned structures as you explore them; and so on.

I keep putting solitaire off - but my hope is that solitaire naturally flows out of the way the game is designed; for those people who choose to play that way; rather than trying to support two separate rules systems.

(2 edits) (+1)

Yeah! That sounds great, if rules get clarified enough, I can probably just hack my own Solitaire variant, plus, adding a trading variant to a game already so focused on travelling seems natural.

Ah, sweet, sweet terraforming. The joy of many a player when they realize regular base-building just isn't enough in sci-fi. I think the Infrastructure section did a good job on background terraforming already, but having the crew participating via Decaoperations can definitely up things a notch. And I do agree that base building needs to be expanded, so far we have the economy and law levels, we have the industralization and biosphere levels, we have immigration and government changes, but what exactly gets an abstract colony from huddling in a regolith cave to having sushi dinner in a hyperloop definitely deserves an expansion. 

Although I wasn't quite expecting that there can possibly be an Earthside era in a space game, having a few twists instead of the original Exodus is always nice (now you can have branches of histories on top of your branches of histories), guess I'll have to wait and find out!

Developer

I should clarify the trading game is more like a delivery and immigration and import licenses game; rather than a full blown fill your cargo with agricultural goods and head to the industrial site game.

Developer

In case you've missed it, both update 3 and (A)-Base (D)-Landing are out now.

I bought it! Dropped you an email about Intent cards too!

(1 edit)

And here I thought representing all those buildings you had planned out in AFWW would be real difficult due to the scaling difference, turns out its interchangeable! Thank you for adding biome growing and decorations rules too, player founded colonies can finally flood the map with a sleuth of green tokens now. 

Also, with rawstuff refining rules added, it has finally occurred to my dumb self that ink is something that you don't automatically get an infinite amount of once you industralize a spectral site... can't imagine why I didn't thought of this sooner.

Developer

The base building rules came together incredibly quickly and I still have no good explanation of why it integrates so many disparate systems together so cleanly and intuitively.