Saturday, January 10, 2026

TTSR - some serious overcorrecting

Made some updates to Tonight the Stars Revolt based on the playtest a couple weeks ago.  Biggest thing is that combat is based on dice now instead of flat numbers.  Besides just generally making combat more unpredictable (and hopefully more exciting as a result), this is giving me another tool to work with for interesting options over the course of the game - the dice have a couple of "special" sides that normally don't do anything, but can have different effects depending on tech upgrades that you might get over the course of the game.  And of course the aliens will be able to take advantage of those as well, though that will likely be single-turn effects based on the AI cards rather than permanent upgrades like with player tech.

The other big change was making the aliens more aggressive.   In my test a couple of weeks ago they mostly just sat there and let the players shoot them, so the new rule I put in was that all alien ships move after each player turn, or attack if they are already in the same space as player ships.  And wow did this turn out to be too much.  I ran a solo test just now to see how the updates worked out, and the result with this one was that it felt like an overwhelming Zerg rush before the humans even had a chance to get ready.  Granted, this could be mitigated to some extent by letting players start with more ships on the board, and by making the board itself bigger so it takes longer for ships to reach each other (I probably will do this eventually, but it's a lower-priority change right now).  But even so, it felt like a lot of extra work to move every alien ship every turn, it made the AI cards feel a lot less important, and I didn't love the feeling when, through a combination of horde tactics and bad dice luck, the aliens had wiped out two out of three human fleets by the end of two rounds.  So I'm going to be scaling this one back for next time - maybe just automatic movement at the beginning of the aliens' turn, before revealing AI cards, rather than after every single player turn.  Hopefully that strikes the right balance.

But despite all that it still feels like this game is moving in the right direction overall.  I don't know if I'll have it ready for any of the usual design competitions when it's time for them (I'm already missing Cardboard Edison as we speak) but I'm feeling pretty good about what I might be bringing with me to PAX Unplugged next year.

ADDENDUM: and after another day of thinking about how to use those dice, I have now changed the system for tech upgrades, with some common ones that anyone can buy and also some unique ones for each player.  Hopefully they're relatively balanced against each other.  Now I need to update some of the AI cards like I mentioned earlier, and then we'll see how the next playtest goes... 

Monday, January 5, 2026

The Sorcerer's Apocalypse

Got inspired for something new this weekend, was hoping it would be one of those things that I could blast through in the span of a good weekend but I was also fighting off a cold so that slowed me down.  So now I have a rough outline of a new RPG setting, and maybe enough of the details figured out, but definitely still a lot of actual writing to do.

The Sorcerer's Apocalypse is set in present-day Earth, except that magic suddenly appeared one day and now we are in the middle of the whole world falling apart as everyone struggles to deal with this.  There's random wild magic happening everywhere, and also some people have developed the ability to use magic but haven't yet figured out how to control it very well.  The PCs are all new magic users and are working to help their communities survive through the current chaos while trying to control their new powers and keeping themselves safe from the various anti-magic factions around them.

Probably no surprise to anyone, I'm doing this in Fate (although the full system this time, rather than Accelerated Edition).  Current plan for working magic into the rules is to add it as its own skill, which everyone has at 0 at the start of the game, and also that everyone has to take an Aspect that describes what kind of magic they can do (and gives an idea of what kinds of unwanted effects they'll get on a compel).  Still need to reread the relevant Fate materials to see what other ideas this might give me.

So that's that in a nutshell.  I'm aiming for the finished product to be 5-10 pages.  Might be done in a month, realistically?  Of course I'll post again here when it's up on DriveThru. 

TTSR - some serious overcorrecting

Made some updates to  Tonight the Stars Revolt  based on the playtest a couple weeks ago.  Biggest thing is that combat is based on dice now...