I deeply enjoyed Badass Space Dragon II and thrilled to the few turns of Badass Delvers of the Dragon that we managed to complete. I’ve started work on an SF-themed door game that should be ready to hit the stands in mid-January 2017. I’d love to launch it earlier, but:
- It’s an election year in the US and there’s work to be done
- Jobby things get very busy immediately afterwards
- Holidays
That having been said, I’m cooking up something from the following ingredients:
Company towns & Debt bondage
M.U.L.E.
Duskers
Miner!
Traveller
And any number of SF anthologies I’ve been chewing through of late.
Design goals are drawn from earlier exchanges in this thread:
- Gradually increasing difficulty: early turns introduce mechanics, later turns have consequences .
- Faction-based coopertition and/or hidden identity mechanics
- Allow for inevitable player attrition while minimizing impact on the gamespace
- Require minimal effort from the players to submit a turn, but with maximal space for emergent storytelling
- Find a way to automate some portion of the turn processing between now and game start
If you have suggestions or insights, please toss them into the stewpot below.