Sunday, December 28, 2025

The Sept-Vessel Economy - Navigator Domain Procedures Part 1

This system is a complete ripoff of Sofinho's excellent Alone in the Wilderness, except for the parts that are a complete ripoff of Phlox's beautiful Ten Blade Demigod. This part one of 4 where I work through my previously identified problems with my Navigator spaceship-nomad domain game rules. Later parts will go over new rules and generators for the "islands" of the endless halls of Machine Space, new troupe play and character advancement, and a complete "second edition" rules document.

Navigators divide time into two seasons - the Blue, where their home cylinder of the Volume is filled with breathable air, and the Black, where it empties and Navigator sept-vessels spread out through the megastructure. Each of these seasons is then divided into two turns, the Waxing and Waning. 

At the start of the turn, determine the amount of food foraged by your sept - in the Volume during Blue Season this is [population/6]d8, collected from the grasslands of the cylinder. In Machine Space this is [population/6]d4, from cracking water lines and looting transport rails. In the Volume during Black Season, this is [population/6]d2 - unsurvivable.

It is a bright day in the waxing half of Blue Season - under the linear sun, sept Certifier (population 36, so rolling 6d8) rolls 18 - really just startlingly bad.

Each member of your sept is assumed to eat 2 meals a day - this can be increased to 3, improving the morale of your sept and letting you roll sept members' HD twice and take the highest result when relevant. It can also be decreased to 1, granting disadvantage to HD rolls and leading to general whining and complaining. 

Your sept's food consumption is also divided by 6, to fit with food production. 

Certifier's population of 36 means they eat (36/6)*2 = 12 units of food by default. This leaves a surplus of 6. 

Having a surplus means that your sept has time left over after collecting enough food for the group. This extra time can be spent on sept projects. Surplus time can be added to a project over multiple seasons - improvements do not need to be completed in a single turn.

Improve the Vessel's Holdings

  • Sept-vessels have 4 stats, called "holdings": Weaponry, Trade Goods, Reliquaries, and the rare Mysteries. Starting sept-vessels have 1-3 points spread through these stats.  
  • The level of a holding can be increased by putting 15 points of time into the project per target level (15 to go from no holding to level 1, 30 from 1 to 2, et cetera). 
    • This can be halved if a relevant item is included in the construction of the holding (if you recover your ancestor's gold-plated skull you can stick it in your reliquary, and so on). Any single item may only be used for this purpose once. 
    • Improving the level of a Mystery requires use of a relevant item, and still costs the full price. 

Build an Asset 

  • A catchall for the construction of other sept-vessel additions - gardens, spotlights, tow cables, et cetera.
  • Asset prices are negotiated - they may gain a discount from, or require, access to a relevant item.

Craft a Treasure

  • If you have a Mystery of at least level two, you can attempt to craft treasures based off of it at a cost of 15 surplus per property of the treasure. 
  • Each turn you put surplus into this action, roll 1d20 + the crafter's Intelligence + the level of your Mystery. If you roll below a 20, a complication arises that must be resolved before the treasure is completed.
  • The cost of the treasure is decreased by 1 for relevant rare substances or valuable objects used in the crafting, and by 2 if the crafter has a relevant skill. The roll for complication gains an equal bonus.  

Preserve

  • By default, all surplus time is lost at the end of a season. 
  • 2 points of time can be spent to provide a free point of time on the next season, as your sept works to preserve food and lower the amount of forage needed.
    • (i.e. if sept Certifier spent 6 surplus preserving food, next season they would roll 6d8+3 for forage.)

Host

  • You may host a particular character, or choose to open your doors to any number of other septs. This is used for any type of hosting activity - political councils, weddings, et cetera. 
    • In the Blue Season, you may host another character in your assembly-ship instead of on your sept-vessel - this is seen as politely distant, while hosting on your own vessel is seen as extremely close. 
    • On weddings - remember that all weddings are political alliances, and that they are only permissible between left-handed and right-handed septs. You may be expected to host twice - once for the discussion of the spouse-prices and placements, and again for the marriage.
  •  Hosting costs at minimum 3 surplus, with increased spending striking awe in your guests.

Care

  • Each wounded member of the sept costs 3 surplus to care for - if this is not spent, their wounds do not improve.

Work on the Assembly-Ship

  • This can only be done while you have access to the assembly-ship (presumably this is in the Volume during the Blue Season, but if you move it or something I guess it's there now). 
  • Spend any amount of surplus, plus any amount of rare resources. Gain surplus/2+resources Glory and add that many points to the tally of your assembly. Someday it will be finished. 

Attract Heroes

  •  Roll 1d6+[reliquaries] on my secret table of weird freak heroes. The rolled result will arrive for your next adventure, piloted by another player, and then wander away. 

Adventure 

  • Sending characters out from the sept-vessel costs 1 surplus for each character sent. Adventuring NPCs are equipped as you choose, with available loadouts based on the Weapons level of your sept. 
    •  Further rules for adventure in Machine Space will be presented in part 2.

Raid 

  • Sending characters out from the sept-vessel costs 1 surplus for each character sent. Adventuring NPCs are equipped as you choose, with available loadouts based on the Weapons level of your sept.  
  • Roll (1d20 - the target's weaponry - 1 for every raider you bring with you) / 3. This is the number of turns you have before the defender is able to organize a response. 
    • Further procedures for raiding are not relevant to the topic of this post. Hurt them and steal their things. You get it.

Sept Certifier chooses to spend all 6 of its surplus to Work on the Assembly-Ship, along with a beautiful set of malachite-and-cobalt plates they pulled from the Hanging Gardens. They gain 6/2+1 = 4 Glory and add 4 points to the tally of Assembly Elegiast.

The population of a sept-vessel comes from their Glory - acclaimed septs attract new marriages, adoptions, and hangers-on, while failing vessels soon split. At the end of each turn, Glory is tallied:

  • +1 for each of a vessel's Reliquaries
  • +1 if the sept defeated a significant enemy
    • and another +1 for victory against all odds 
  • +1 if the sept befriended a significant character
    • and another +1 if they were an enemy when the turn began 
  • +1 for succeeding in a raid despite making contact with the enemy
  • +5 if a member of the sept was acclaimed Imperious
  • +5 if a source of a rare resource is discovered and brought back to the assembly
  • +∞ for the completion of your assembly-ship 
  • -2 for each death among the sept 

Glory may also be lost as a consequence of raids, as part of weregild, or as a result of unpleasant events, general chaos, or other GM meddling. Glory begins at 0 - it can become negative.

At the end of a season, roll 1d10-(9-Glory) for the number of new sept members. This cannot be negative. 

Sept Certifier's prior Glory was -3. They gain 1 for their Reliquary and another 4 from their work on the good ship Elegiast, bringing them to 2. They roll 8 on 1d10-7 - a single person comes to join the sept, bringing them to a total population of 37. Time ticks on in the endless structure.

Saturday, December 27, 2025

Rota Fortunae Retrospective (Handling Active Faction Sandboxes)

Before entering the agonizing labyrinth and struggling forever I ran Rota Fortunae, an 11-session superhero game in the Las Vegas suburb of Considerata. There isn't much retrospecting to do - Rota Fortunae didn't have a long list of campaign goals, it was just "ha, Go Away was pretty fun. Let's do Go Away again." 

There is one thing, though - unlike Go Away (which lived in a dissociated cloud of Obsidian pages because I wanted to try Obsidian (I don't find any benefit from Obsidian)) Rota Fortunae was safely contained in its "Whole Prep Document", a spreadsheet. This was another attempt to figure out a simple way to structure active faction sandboxes (after Go Away, which had basically no structure, and Owe My Soul to the Company Store, which was written for other people to use and thus looked nothing like personal prep).

 

The core of the spreadsheet that handled faction moves.

The generic faction system I was taught to use focuses, roughly, on what factions have, what they want, and what their problems are (look at Elmcat's excellent writeups of the Dolmenwood factions for an example of this). From there, the GM is expected to determine the factions' actions. In Rota Fortunae, the factions were instead ticking clocks to their supervillain(ish) schemes. Each downtime turn (after the end of an adventure) I threw 2d4 on the faction table and had those two make their next move.

The factions were:

  • Pawns, power-armored supersoldier monarchs from the narrowly-avoided Bleak Future. There used to be a supervillain, Spider Eater - little street-level moron, shot Rays at people out of his hands. In the future he became much more powerful somehow, ruled the world with an iron fist, and then had a change of heart, built a time machine, and blasted his past self to death with Rays in broad daylight. The good future one, "Spider Eater II", is still, somehow, around. The Pawns ruled continents in the Bleak Future of the evil Spider Eater, and hope to bring him back from the dead, kill his future self, and set the timeline back on that path.
  • Working Group TYPHON, a US government agency building a targeted chemical weapon to introduce into the water supply to tamp down water theft in the drought-stricken Southwest. (There was also Working Group RADIOSONDE, who was attempting to divine future technology from their communications with the Bleak Future, but they don't count as a faction because they just sat at the bottom of an evil lab.)
  • The Mob, who are the Mob. At the start of the campaign there were only like 10 of them left, due to their prior conflict with...
  • Hermes Trismegistus, self-professed "yes actually that Hermes Trismegistus", thousands-of-years-old divine alchemist. Threw the Mob out of Las Vegas to rule the city as Magister Ludi for some esoteric wizard reason until the Army got him to go home into his platinum-iridium palace in the old nuclear test site.

Hermes's events track is blank because I never actually figured out what to put there, never rolled for Hermes to move, and then suddenly rolled two 4s (I also never had a policy for what happens if you roll doubles) and decided "welp, I guess he's trying to take over Las Vegas again" and crashed him into the Mob.  

This structure worked! Superhero stuff is a naturally more reactive medium (the NPCs act and the PCs respond), so the players weren't bothered by every session being a couple new disastrous events. I would say that I ran Rota Fortunae with a lot of improv - things to keep in mind are:

  1. Each faction should have an associated base or something for the players to break into. I built these as I needed them, so the only one I have is Working Group TYPHON's. I roughly, kind of, used Marcia B.'s bite-sized dungeons, ish.
  2. Each one of those rolled events is An Adventure for the players to involve themselves with - when the Pawns rolled "steal Spider Eater's body" the PCs got a job offer to deliver Spider Eater's body to a concrete pit in the middle of the desert. Roll the events secretly at the end of a session so you have time to prep those adventures.
  3. When something Happens it might change those tracks - when the PCs slammed a minigun-armed SUV through the TYPHON lab, their next move became "put out a doctored video of the PCs slamming a minigun-armed SUV through the local hospital", and when Hermes Trismegistus woke up it turned to "dose him with the secret assassination gun that shoots slivers of frozen poison".
  4. You might actually want a plan for rolling doubles because I didn't have one. Two actions at once? A special move? An attack on another faction? 

Around the core were some supplementary things - to the right was a list of statblocks for local capes, sorted by the Σ-ratings deus ex parabola uses. At the start of the campaign this was 6 at 1Σ (matched to player characters), 4 at 2Σ, 2 at 3Σ, and Hermes Trimegistus, whose power was "instantly turn any material in his line of sight into any other material" and who nobody wanted to insult by ranking. These were all public figures - people like "No Time", the mind-controlled super-assassin TYPHON had, didn't live on the list because I came up with them after writing the list and forgot to ever update the list.

Below was a random minor events generator for "Son of Cancer is threatening to crush the Considerata Nuclear Test Range & Archaeological Museum with his 'unearthly capacities'" stuff. This got basically no use at all - with two major events going off every session, the PCs tended to ignore the Considerata Nuclear Test Range & Archaeological Museum. You could slow down the speed of major events, or you could just ditch the minor events generator - I'm not sure which would be better. 

The minor events generator did include a table of "where are you fighting", divided by neighborhood - this is worth keeping to add some tactical options. Our last fight and eventual TPK was held in Summerlin, the cul-de-sac suburbs, where the PCs tried to outrun a rocket-jumping mech as it obliterated family homes. Looked a lot different than the fight with the Pawns in the cramped vertical alleyway, or the fight with the Pawns on the open highway, or the fight with the Pawns in one of the PCs' apartments (I rolled Pawns a lot).

 

Next time I run one of these I'm going to keep the same structure - I haven't found any striking flaws with it yet, and it's convenient to run one of these games when you know what you need is "plug in 4 moves for each faction, write 12-ish capes, come up with a couple places". Nice low-stress gaming.

I'll probably keep the same rules, too - the G20-derived Go Away player doc is here, and for Rota Fortunae I added a couple changes to make high stat bonuses better (attacks crit on any roll of 20+ instead of only natural 20s, and if you rolled more than 20 on your initiative you took a turn at init 20 and a turn at the remainder). I do need to rewrite them, though; the downtime procedure, what powers look like, those Rota Fortunae changes, and a couple other rules bits live in the collective knowledge of the players instead of on the actual page.

Or deus ex parabola will finish his superhero rules PDF and I'll just start using that instead. Who knows. 

Thursday, December 18, 2025

GLOGmas 2025: Crafting the Gu-poison

Merry Christmas, Grace :)

I was looking through your class list and got struck by the Kodoku Master, who traps all manner of bugs in a jar and shakes them around until only one survives, containing the Vital Energy and also Poison of all those it defeated. Then, I saw you mention that you would have preferred to have a full bug-tormenting simulator to attach the class to.

grace says: i would love if the kodoku jar was like a little Battle Royale island where the bugs can hide, lay ambushes, and find weapons and shit. And the battle takes place over multiple days, with little battle reports when you take a rest

So, here's a full bug-tormenting simulator. 

The kodoku master owns a killing jar, where poisonous bugs are sent to war against each other. Each bug in the killing jar has a Rating, which determines its save DC and the damage of its poison, and a set of Traits.

A rating 1 bug has a poison save DC of 10, and deals 1d6 damage when killed and used as poison (by default, it must be eaten). For every 5 points of Rating (at 5, 10, etc) the DC increases by 2 (12, 14, 16) and the damage by 1d6. The maximum Rating for a mundane bug is 20.

Bugs are set into a Leaderboard, arranged from highest to lowest Rating. Each night, as you rest, they kill and die: roll twice on the Leaderboard and the stronger of the two kills the weaker, absorbing one of its traits (chosen at random) and half of its Rating. 

For each level in kodoku master, you may have 4 bugs active in your killing jar. Jar modifications can be bought for whatever "a lot of money" is in your system of choice, and consumables can be bought for "a little bit of money" except for the Black Lotus, which costs "a lot of money" again. At dusk and dawn, you collect a new bug with 1d6 Rating and one randomly-rolled trait. Specialized or multi-trait bugs can be purchased, earned, or stolen from other masters of the poisonous arts (or dungeons or something).

Traits

  1. Ambusher - this poison can be applied to a weapon and applied to a target on a successful hit.
  2. Armed - the bug gains +5 to its rating only for the purposes of combat between bugs.
  3. Paralyzing - when this bug is defeated, its killer loses Rating equal to half of this bug's. When someone fails the save against this poison, they are immobilized for a number of minutes equal to the damage roll.
  4. Hallucinogenic - this bug's opponents have their Ratings inverted while fighting it. When someone fails the save against this poison, they hallucinate for a number of minutes equal to the damage roll.
  5. Inhaled - this poison may be turned into a dust, taking effect when breathed in. 
  6. Predatory - if the bug fights and wins, it then immediately fights again. They will only do this once per night.
  7. Shelled - if this bug would die, it survives but loses this trait. 
  8. Fatal - this poison deals d10s instead of d6s.
  9. Harmless - this poison deals d4s instead of d6s. If this bug would defeat another, 50% of the time it loses anyway.
  10. Slow - this poison takes 5 minutes to take effect. If this bug would defeat another, 50% of the time nothing happens.
  11. Obvious - this bug is forced to fight if the number above or below it on the leaderboard is rolled. Poison made from this bug has a strong scent and visible color when combined with food and drink.
  12. Pacifist - if this bug would defeat another, nothing happens. The poison from this bug heals half the amount that it would otherwise harm.

Jar Modifications

  1. Inverted - when two bugs fight, the one with the lower Rating kills the one with the higher.
  2. Hiding Place - a bug of your choice is concealed. If it would be forced to fight, reroll. If the bug has the ambusher trait, it will still fight as normal but only if it would win.
  3. Tag-Team Ring - roll 3 dice instead of 2 on the leaderboard; the first two rolled fight the third. If their total Rating is higher, they win, splitting the Rating and traits of their opponent between them. If their Rating is lower, they both lose, and the victor gains half the Rating of each and one trait from each.
  4. Landmines - each round, before fights are rolled, the bug with the lowest Rating dies. 
  5. Radioactive Pebble - each round, a randomly-chosen bug swaps one of its traits with a randomly-rolled trait from the list above.
  6. Champion's Crown - the bug with the highest Rating gains an extra 3 Rating each night.
Consumables 
  1. Poison Powder - flip a coin for each bug: on tails, it dies. On heads, its Rating increases by 5.
  2. Target Dye - choose a bug, and only roll one die in later rounds to determine the targeted bug's opponent.
  3. Mitosis Gel - a bug divides into two, each with the same traits but with half the Rating.
  4. Tiny Sword - a chosen bug gains the armed trait.
  5. Gene Needle - lets you pull a trait from a bug, and inject it into another.
  6. Black Lotus - a chosen bug gains the otherwise inaccessible ontological trait - its poison affects ghosts, stones, and other nonliving things.

Thursday, December 11, 2025

GLOG Classes - Infraspatial, Sidhe (Libra)

Law and chaos are mirrors. Earth sits between them, in the habitable zone (at least, the human-habitable zone). "Magic", "psionics", "demons", "fairies" - these all come from our neighbors ana (up/toward/Chaosward) and kata (down/from/Lawward). 

Both of these directions are, at a certain point, inimical to life. At the furthest reaches, the only difference between Chaos and Law is whether the universe of homogenous hydrogen atoms is very hot or very cold.

The classes of Libra are arranged in the same way - from the most Lawful to the most Chaotic: 

And the conflict between the two (often characterized by those on the ground as "war", but in truth more like fluid dynamics) gouges the world. Chaotic factions are many: necromancer collectives, witch-terrorists, rogue psychics, mocking fairies, player characters, and so on. 

But there is only one of Law. Once there were more, all manner of SCPs Foundation and Deltas Green and Majestics Twelve, but if Law is anything it is centralizing, and the distant Pyramid they draw power from gets to pick and choose who carries its mandate. Some merged, some collapsed, and now all there is is OSIRIS (an acronym for... something, surely - who cares).

They are unbound by governments - the Pyramid is on their badges and all doors open for it.

They are unbound by ethics - the Pyramid is in their hearts and tells them of an eternal future. 

They are unbound by physics - the Pyramid is in their heads and reaches out to make adjustments. 

And, from time to time, they reach out - in one direction or another - and bring someone back. 

Class: Infraspatial

Starting Skill: 1) distimming the doshes 2) rasking juffets 3) uncrenning the delcot 4) smibbing into the brangy 5) lelloing shamtags 6) deaving in the dorl

A: Castaway, Pulled Curtain
B: Sidestep
C: Mitosis
D: Follow Close

one of my relatives drew this for me years ago 
❤ 

A: Castaway
You may only take the A template of Infraspatial as your first template in character creation.

You are from the furthest reaches of Law where human-coherent consciousness survives - past you, nothing is known to live except for abstract "demons" and the commanding Pyramid. You are a 6.28 foot-tall humanoid assemblage of fluted, many-colored glass. 

You are technically blind, but your array of freaky fourth-dimensional senses mean that actually you can see just as well as a person even in the dark.

A: Pulled Curtain
Combustion and electricity fail within 10 feet of you. The same effect radiates from Lawful demons - a stilling of the world. 

B: Sidestep
At will, you may become two-dimensional. This lets you slip under doors and so on, but you have to become 3D again to manipulate or interact with objects. You cannot bring items with you in this state.

C: Mitosis
At will, you may step off of yourself and become two 3.14 foot tall Infraspatials. Each share your stats and so on, but due to being tiny little glass guys are incapable of combat. When separated you still have one HP pool - damage radiates between you through distant spaces.

The two halves have to reach each other to step back together.

D: Follow Close 
People may hold hands with one Mitosis version of you and then teleport to the other. This sends them through the lawful planes - they must make a Wisdom save or be made more lawful, taking 1d6 damage and the associated effect: 
  1. They arrive in a flurry of papers - printed surveillance photographs of them. A demon waits to crawl through angles and hunt them. 
  2. One piece of their equipment is replaced with a low-poly nonfunctional granite replica.
  3. One of their stats is moved to the nearest prime number (16 -> 17, etc).
  4. For the next 24 hours, they roll 2d10 whenever they would roll 1d20.
  5. Their digits are reduced to the nearest lower prime number (conventionally this is the disappearance of one finger to bring them to 19).
  6. They return with a small granite pyramid grasped in their freezing hands.
Infraspatials pass this save automatically.
 
Opening a gate to Ynn is easy. An ivy-covered wall and a piece of chalk. People have used Ynn to escape prison - growing moss ever-so-carefully under broken tiles. Opening the door from the other side is more difficult, but difficult things have a tendency to happen eventually. 
 
Class: Sidhe

Starting Skill: 1) Chess 2) Poetry 3) Screaming 4) Hallucinogens 5) Sleight of Hand 6) Firestarting 
 
A: Mad Ambassador
B: Detached From Earth
C: Flash of Recognition
D: Furnace of Chaos

Harry Clarke, The Colloquy of Monos and Una

 
A: Mad Ambassador
You have come from the nearer lands of Chaos - the great Gardens of Ynn, where sidhe play endless games with ever-changing laws. You may only take the A template of Sidhe as your first template in character creation. 
 
When someone makes a promise to you and keeps it, your face twinges. Don't they know a word is nothing like an act? Why do they think they have to do this?
 
You can speak to wild animals - life is an expression of Chaos, after all. Tame animals abhor you, breaker of laws. 
 
B: Detached From Earth
You have somewhere else to be. You can, at any time, choose to weigh nothing (allowing you to walk up walls, leap forever, et cetera). 
 
C: Flash of Recognition 
With an hour's work, you can reshape your face (or is it a mask?) to match anyone you have studied. At will, you can break your disguise (permanently - you will never be able to hide as them again) to force anyone looking at you to Save or seize. 
 
D: Furnace of Chaos
Law rules over mankind, many say - but some cultists point up to the Sun, purest expression of light, heat, and motion. Even from here, it pulls you towards it. 
 
When you break your disguise, you can shed your skin with it. For one beautiful minute, you and the Sun are one and the same. Your touch melts lead (2d8), your visage blinds, you step through the air, and then you are set to 0 HP and fall back to the uncaring ground. You are still too far away.
 
While you do this, your skin waits patiently where you left it.  

Monday, December 8, 2025

It's Better to Learn From Other People's Mistakes (Navigator Domain Game Retrospective)

A while ago I saw a post on the OSR Discord (I think it may have been Jenx's Zandan megadungeon retrospective) that talked about how useful it was to talk about failures. Disastrous campaigns and ill-formed systems that can serve as a warning for others.

This is, in part, that. A few weeks ago I talked about my dubious experience with "Ten Blade Demigodlikes", a domain game system originally by Phlox popular in the GLOG sphere (you can read its rules here and the rules I've been using so far here). 

The actual rules of the game went largely without mention there, but they've caused no end of issues themselves. So, in the spirit of talking about failure, the worst parts of my old system and some half-formed plans for the new edition I'll be using when the game comes off hiatus in 2026:

1 - The Economy

In Ten Blade Demigod and its imitators, the economy is simple enough. Each year your domain produces taxes based on your Level and Trade holdings, plus some randomization. Then, in each season, you can make one domain action - building things, hosting people, et cetera, which usually costs some money.

This is a perfectly functional system - if you happen to have things like "taxes" and "money". Navigators have neither - instead, I tried to experiment with a system based off of Luke Gearing's Reputation Tables, to simulate the soft power and persuasion inherent to their social structure. Each domain leader had a 20-entry table, half-filled at the start of the game and filled further through XP-generating-style activities like arranging profitable marriages, resolving disputes, and so on. 

When they attempted to perform a domain action, they made a number of d20 rolls on that table (varying by the action's "cost") and needed all of those rolls to hit a filled table entry. If any number of actions missed, the people of their domain said "sorry boss I'm busy making textiles" and the player must choose a different action for that season. 

This was the worst idea I have had in my life. It was meant to be unreliable, but this was shocking - 25% or less chances to accomplish basic tasks and a complete lack of control over the domain. It is the only mechanic I have ever had or seen that fully got a player to just Quit. I patched it - ways to pass failed rolls at varied costs, the addition of trade goods as a second track, and so on, but while that made it work (ish), it also made it a towering inelegance spread throughout the handbook with no organization.

My plan for 2e is to, instead, rip off Sofinho's genius new hunter-gatherer townbuilding rules, which use surplus time left over after hunter-gatherering as their base currency - renewed every season, impossible to save, and scaling off of population and local terrain. His recruitment and reputation system may also find use. 


2 - Exploration

Originally, Ten Blade Demigod had winter set out as its adventure season. The unnavigable seas froze to ice, allowing PCs to march out to the isles of Acmori. Later domain games generally abandoned this structure, though mine kept it - with the airless Black Season as the Navigators' venturing period.

However, despite this being (essentially) a naval game, I forgot to have a sea. The exploration rules were strange and exceedingly specific to constrain the PCs to single adventure sites when they had a spaceship and the nearest adventure site was a couple hexes of walking away. 

In 2e the focus of exploration will be ventures into Machine Space, tens of thousands of miles of vacuum-filled artery filled with Acmori-like "island" sites and ship-scaled random encounters. The larger hexcrawls will still exist, but be a rarer, difficult-to-find option where Navigator PCs will still be constrained to shock raids: sawing holes into the map from Machine Space, running around, and returning to their getaway ship before the megastructure notices the intrusion and sends an automated dreadnought and repair team.

3 - Player Characters

Prior domain games of this type have been set in autocracies - players had A Character, who ruled with an iron fist for life. Unfortunately, as with the economy, I decided to make my life difficult. Navigators are largely egalitarian, except for the position of the Select, a judge elected for a single year to resolve disputes and act as clan representative in negotiations. 

My solution to this problem so far has just been to ignore it, trapping the players in a flickering superposition between "actually their character" and "the mood of their clan" depending on what was more convenient on a gameplay level. This works, I guess, but is also boring and not particularly intuitive.

In 2e I want to fully detach the player from a character - more like Crusader Kings than D&D, Select drifting in and out of power and the player generating new PCs as needed when the time comes to play a character. 

I do not know how I'm going to do this yet. Legacy: Life Among the Ruins does something similar with a switch between long-term play as a faction and adventure play as a single-use specialized PC, but on a shorter timescale of seasons instead of generations it's more difficult to get rid of already-used player characters.

Re-specializing the Select as a judicial position would also permit the players to pilot PCs with other roles (similar, perhaps, to the roles given to newly-made Legacy PCs), but at a certain point I've started trying to do troupe play with a constantly shifting cast of possible characters, which sounds like Hell.

This is the system I'm furthest from knowing what to do with. We'll see.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...