Iโm noodling on something similar, but for military applications
26.11.2025 07:55 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0@andrewdoull.bsky.social
16th level information technologist, 12th level game designer | 60y in space https://half-apress.itch.io/60-years-in-space | pronoun he/him/his/his/himself
Iโm noodling on something similar, but for military applications
26.11.2025 07:55 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Itโs not just writing. The lead developer of Kerbal Space Program 2 had a (highly technical) day job.
26.11.2025 07:52 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I see some book piracy discourse, and, to make a positive argument in favor of buying books, your marginal ability to influence what books get published and support the careers of writers you like is massive compared to most other forms of media.
24.11.2025 17:54 โ ๐ 1467 ๐ 281 ๐ฌ 12 ๐ 45All games become crabs.
25.11.2025 23:11 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0We donโt really have a term for evergreen design paradigms like roguelikefication which can form the core of a game play loop.
Multi-day real time play like Neptuneโs Pride/Cataphracts being another (much less safe) example.
Fl/accid
25.11.2025 22:43 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Split a word in half to make it truly cursed. Iโll start.
Maga/zine
Pros: in the next update thereโs a colonist name generator using a whole bunch of European pre-industrial agricultural techniques
Cons: Iโd quite like there to be some non-European agricultural techniques in there
This is amazing and also makes the game designer in me go
25.11.2025 09:58 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0If you tie initiative number to movement points it even makes physical sense because youโre moving faster/further; at which point you might consider move down/attack up as an alternative.
25.11.2025 09:50 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Great thread on initiative systems.
Thereโs one not mentioned here which is multiphase resolution โ where your moves occur in a separate phase to your attacks, allowing players to reposition if they have a lower initiative to make the attacks harder (due to facing, cover etc)
Iโm with one of the commenters on this one.
25.11.2025 04:18 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0i have never wanted to make a YouTube video before, but now i want to make one that's basically: Books Are Not Free Content For You, Stop Stealing From Authors, You Scabs.
we are not the enemy.
every dollar folks think they're taking from Amazon, they're taking from authors more.
Like you can take your innate 250+ column matrix and brush it up against a similar matrix controlled by a generalised intelligence both trying to pattern match to an atomic Turing complete language.
23.11.2025 20:58 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I keep my latent contempt for most things in check except for people who somehow think a mostly smooth 9.8m/s/s acceleration field somehow makes an activity interesting.
Like have you even heard of dancing?
Related: People I know IRL who know what I do for a living often ask what they need to know about online safety for their about-to-be-teenagers, and there's a lot of answers, but the thing I always emphasize most is: under no circumstances should you ever threaten to take access away from them.
10.01.2025 05:37 โ ๐ 1731 ๐ 494 ๐ฌ 37 ๐ 64So both kinds of sub games bsky.app/profile/andr...
23.11.2025 03:48 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0At this tech level you could probably 3D print ships out of sand + water
23.11.2025 01:51 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0*I* have to do it
Iโve already tried outsourcing space combat rules once in my space game (didnโt work out for reasons) which is how uninterested I am in vehicle combat rules
I once knew a Federal bank examiner, and one time someone asked him why we had to KEEP inspecting banks over and over. He basically said every new batch of business school grads invents bank fraud from first principles.
22.11.2025 18:02 โ ๐ 8067 ๐ 2429 ๐ฌ 61 ๐ 71Great news! If you were thinking of including combat rules in your TTRPG, it turns out you donโt have to include submarine vs submarine combat rules because itโs not something thatโs happened more than once.
Oh, you werenโt planning on doing that?
Ask yourself why not?
The downside of making a sci-fi game is that I have to simulate sci-fi concepts
23.11.2025 00:12 โ ๐ 14 ๐ 0 ๐ฌ 1 ๐ 0We got to the moon more times than we got a submarine to successfully shoot another submarine
23.11.2025 00:07 โ ๐ 25 ๐ 2 ๐ฌ 1 ๐ 0So it turns out submarine vs submarine combat is as science fiction as spacecraft vs spacecraft combat.
23.11.2025 00:03 โ ๐ 108 ๐ 26 ๐ฌ 5 ๐ 5You could also be launching a starship to another solar system or building a Dyson swarm or emancipating the robots but it turns out that those things are less interesting than looking at fish.
22.11.2025 23:33 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Ok Iโve written a couple of hundred pages of my sub game, Iโm now at the point of the core game loop which is looking at fish. To set the scene, youโre posthuman investment bankers capable of doing and surviving almost anything with a vast array of technologies that you can develop by patenting fish genes. To do that, you have 1-2 hours once you get to a fishery to identify which fish have valuable genes before the competition turns up. I need a list of actions to figure out which fish are interesting.
This is what youโll be doing for the climatic 15 years of my 2000+ page magnum opus TTRPG Sixty Years in Space
22.11.2025 23:31 โ ๐ 3 ๐ 1 ๐ฌ 1 ๐ 0I wonder if Mastodon is better for these game design noodling posts because they donโt seem to get much interaction here
22.11.2025 21:19 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0And of course the OSR classic:
5. Thereโs a hole in the ground you may have to go inside
So far Iโm thinking:
1. Fish isnโt what youโre looking at
2. Fish is big
3. School of fish is dangerous to travel through
4. Fish has laser beams