So I have thus far not written a post-mortem on my last game, Star Chaser. So let’s do a quick good/bad.
The Good:
- The flexible gear system means the players switch up their characters every session. This means every session people have to coordinate and make choices. Those choices often took a bit of time for some players. This is actually a system I used in the first game Burning Light but it worked here as well.
- The choices were mostly balanced. More precisely, they were balanced enough that people would switch up what they were doing and go in different directions between sessions.
- Players often moved freely between multiple characters or NPCs. This switched up the play style once again.
- Players made wildly different characters. I was super happy with the level of customization and unique characters.
- We flipped between lots of small scale combats and then a few larger multisession battles with mechs, tanks, and large infantry squads.
- Near the end of the game I had a repair system for the large battle-scale assets that worked well to make those big hitters only used rarely.
The Bad
- Sci-fi as a setting is just not as popular as fantasy. This makes recruiting for new players hard, specifically as most boards are specifically focused on 5e D&D.
- We originally launched with a crafting system that my players speed runned within 6 weeks. We had to disable that because it just was too much too quickly
- While the horizontal advancement was great, the vertical advancement was minimal and that was ultimately unsatisfying to a few players. The number balance was good so I need ways for some characters to “be better” without unbalancing those numbers.
- Consumables weren’t a thing for most of the game. There was already power creep happening so a burst of power from consumables was not sustainable.
- I made some even higher tier weapons but at the cost of less flexible builds. Players never took those options.
- This took a huge amount of time to prep for. As talked about in a previous post, the world build work was very large and I was just lacking in some of the tools needed to tell these kind of stories at a consistent quality given that scale.
- I had players coming in and out. I kept trying to execute on player centric arcs… only for that player to leave the game. Thus I feel that although the setting was good I need something where it is not character arc driven but still has character arc potential.
- This whole blog on my failures to get space combat to be fun
I sunset the Star Chaser campaign and switched over to a Blackmoor/Westmarches style fantasy campaign. This has been great for a few reasons. Because it is an open world where I prep things and put them out there, I have only needed to do a fraction of the prep time compared to previous campaigns. I was also able to repurpose something from earlier campaigns for it, so while there are new dungeons and a new town, that is very minimal compared to what I was doing before. This means I can focus on other things and be a bit more loose while DMing, which has made this my favorite campaign to run thus far. When I want to prep, I do so I am not held to a content deadline of 6 days for the next session. It is done when it is done and can wait there when the players are ready for it. We are 6 months into the current campaign and I have 1½ years worth of content waiting for them. I am sure I will add more onto that as we move forward and I have other DMs adding in their own content.
That said, I am missing Sci-fi. Despite the problems it is just more engaging and interesting. And that is why I have started to work on “The Wondering Station”.
The broad idea is I am trying to take the best parts from my last 4 campaigns and get them all into one place.
- From the Burning Light I am taking the satirical dystopian setting and the easy to use slot system.
- From Before the Empire I am trying to build a more rich and focused world with larger character arcs.
- From Star Chaser I am bringing many of the oddities, large scale war systems, and the “big crew” feel. I am also porting over a lot of the old maps as well.
- From Ruins of Ah’Moor I am bringing the flexible xp system, the town centric West Marches style of play with player driven changes to the town, and the “everything is just a d20 roll” mechanic.
- I am also pulling inspiration from the Beat system found in Slugblaster and many, many systems and secrets found across the various SS13 servers.
In terms of game play, my goals is to focus in on these 4 elements:
- The prepped large dungeons work well both in terms of my workflow and craving out space for others to try DMing in the setting. Those are now alien archeology sites. The station is part of the corporate office of “Galactic Research Arcologists and Verification Experts with Robust Operational Budgets and Battle Effectiveness for Risky Situations”. These can be specific to each world, connected via Stargates a la Stargate GS-1, and other DMs can add in whatever they like. These are alien worlds… so we can get weird with it.
- I want to do more mysteries and town based RP sessions. These are designed to take place on the station itself, so players will already know the characters and the station. This gives us more opportunity to RP in the open world setting. I have been using ChatGPT to help write a mystery style missions. Overall, I have not been too impressed with ChatGPT’s writing ability, but that is partially a complaint about dialogue which is something I would improv.
- The Station will also “jump” from time to time. This new location creates an opportunity for thematic crew members to join, new tech/weapons options, and villains/threats specific to this area. The station will have a shuttle for taking some of the larger combat elements to larger battles, i.e., the Mechs and Tanks from Star Chaser, which can be invested in leading up to combat. This gives the players some of the long term investment options.
- The players can make periodic investments to improve the station and themselves. This will change the station itself and open up other options for the players. The updates grant session to sessions bonuses as well as long term upgrades.
So how do characters work? – The general design
I need characters that can both 1) be interesting on missions from session to session 2) be interesting across their development as characters and 3) be interesting across the development of that station and crew as a whole.
I think I can broadly accomplish point 1 with the gear slot system I have used in the past. The lower tier of items are accessible to anyone. The higher tier of items require training in them. I think that is a good but not great solution. I want to add powerful consumables into that mix as well to give a bit more variety but at greater costs than I am doing now in Ah’Moor.
For point 2, characters need a more traditional leveling up path. I plan on leaning on the station side, specifically spending xp to gain access to crafting consoles and or specific skills. There is a lot of room complexity and growth here. Part of the goal to create more character development is to make the verticality happen on the station side and in stockpiling resources for the big battles. I want that element to absorb the big hitting powers, not every session of the game. In part, this means I am trying to answer point 2 by making it point 3.
The second way I want to accomplish point 2 is through Slugblasters beat system. In our system a 1 or 20 on a d20 for trouble and style that then attaches to your job on the station. Instead of these turning into teen angst flashbacks, they will turn into issues on the station. This is a way to force the story telling a bit and connect the players to their specific jobs in a more natural way.
So how do players work? – The details
So first of all…. all of this is due to change. I am sure that as I flesh out more of the details I will find problems and develop new ideas that just work better. Think of this blog post as a dev update, not a release.
So broadly there are 4 kinds of characters. The first 3 are standard, then the 4th is the oddity. The 3 are the Station Crew, the Mad Scientist, and the Marine Clone. The Station Crew largely focuses on the ship’s morale, which is what I use for health in Ah’Moor. Many of these positions are pulled from Space Station 13 and they affect both healing between sessions and max health during sessions. Most Station jobs contain some strange and secret bonuses for those who really master their field. A lot of the bonuses here come from spending xp to gain access to new machines or making items for the crew.
Next is the Mad Scientist, which once again pulls ideas from Space Station 13, and they invest in the bigger picture things like explosions, giant fighting robots, bigger explosions, superhuman mutant powers granted by pharmaceuticals, different kinds of explosions, research on those acquired alien relics, and… explosions. They are trying to make things available for those big battles or develop new options for the Marines to play or the Crew to use.
The 3rd is the Marine Clone. A semi-lost soul being born and reborn into valor. These are basically just a Star Chaser character but with extra lives and focused on the combat side. The specialist versions of these are based off of TF2 characters to give you a thematic starting point. Your skill gains are access to more weapons, armor, and combat gear options.
The 4th and final is not really anything specific. Part of what Star Chaser did right was leave room for oddness. That is available here as well. I have a giant list of strange ideas but will also take ideas from players. I want a more limited pool of Strange Characters as they are the hardest to balance and work around. So maybe let player either choose 1 of the main 3 or they can roll and take what every they get, with Strange being accessed this way.
After that there are lots of options within each of the 4 big groups so players still have lots of choices to make. Currently I have about 10ish subclasses in each of classes so players still have plenty of choices. There is also the option of letting some people to take 2 options (roll over 16 of each?) but have a higher xp cost or another similar mechanic. Once again limiting this to random rolls.
And on a final note about characters…. I want these to be more communally held, not just “your character”. This happened with the NPCs in Star Chaser and it was great. I will probable just make some random characters as examples and then allow players to add in more characters if they want but only after they have played a session or two.


