Combat flows better if you don’t need to do a lot of maths in the middle of a fight and there’s no confusion about whether attacks were aimed at you or not. This is particularly an issue in ranged combat. If you have to rely on shouting at someone else to make something happen, it’s going to get lost in the noise.
My thoughts on fixing that is to change how ranged combat works. Nerf have released a new range of weaponsthe Nerf RIVAL range designed to provide a high-impact shot with minimal consequences, and they’re currently at the centre of my revised ranged combat strategy.
Look and feel is a tricky one to cover while we’re still writing our cultures and nations and developing the game as a whole. However, the culture we’re furthest forward with is The British Dominion of Mars, and we can show you what we’re thinking for general look and feel there.
Something I’ve been considering for a while is the difference between theoretical skills (skills that give you knowledge and the theory of how to do things) and practical skills (skills that give you the ability to do something).
The content poll showed a definite bias towards culture information, but it’s not ready yet and I’ve had a busy week so what I can provide is something from one of the other high-vote sections: rules.
As I said in the content poll post, there won’t be anything definitive about rules in this or anything else in this series until we have concrete rules we’re happy to release. That said, here are our thoughts on combat calls.
There are currently another eight posts in progress and the plan is to release at least one a week as we develop the setting and system.
I’d like some indication of what people want to see first so I’ve put together a poll on the website. I’m not going to guarantee that we’ll use it as an absolute guide, and I can say right now that selecting the rules option won’t get detailed system documents produced for you.
“But the stars that marked our starting fall away.
We must go deeper into greater pain,
for it is not permitted that we stay.”
Those who have glimpsed the sub-space realm known as “hyperspace” for themselves have not taken the experience well. The earliest experimenters with the technology peered through portholes to see for themselves what the external cameras only revealed as a kaleidoscopic blur, and for their curiosity were afflicted with madness.
In looking for some artwork for the header, I found TheUncannyKen and immediately fell in love with his work. I’ve put some of my favourites behind the cut (as well as using one for the website header).
Right now I’m putting together the basics of this site so that there’s something in place (rather than just an empty space). More updates and developments will be forthcoming as time goes on.
You can expect to see snippets about the game development process and information about the setting appear here first before we publish it properly but be warned that if it doesn’t make it into the final cut, it isn’t canon.