Plots and schemes. Those things that people come to games for. Here’s some information on our opinions on plot.
Somewhat in the middle of a tonne of events at the moment, but let’s see if we can pin down some kind of rough schedule for when things will happen.
First there were archetypes with limited skill choices. Then it was just skills. Now what remains are Interfaces. Today, how character sheets will work.
You may have noticed that the released information so far is a little light on information about the nature of the extraterrestrials in the game.
The first thing to mention is that we are still working on the game and this isn’t an area we’re really prepared to talk about in final terms yet. But it is something we’ve been asked about a lot, so here’s some basics.
Nanotechnology in No Heaven is a pervasive part of the setting. It’s everywhere from the weapons, armour, and clothes you wear to your blood vessels.
Busy busy busy… but here’s a first look at the Federated Lagrangian Colonies, the third and final culture in the No Heaven setting. Sorry for the lack of post last week – everything got away from me.
I’ve been inspired by many great works in creating this universe and that’s probably most apparent in how I think about how to approach the boundary between science and science-fiction.
Hyperspace travel has its limitations, and those limitations directly affect the difficulties in surviving an ongoing chase through it.
Everything’s busy at the moment, but here’s another look and feel post. This time for the Ceres Workers Collective. I have solid ideas for the look in my head, but it’s actually relatively tricky to find good examples so bear with me.