Here we go again. Again…

I love space games. My all time, number one favorite without a doubt is still West End Games’ Star Wars. The D6 system is still one of the best of all time. But, time and trademarks being what they are, I’m not comfortable doing another Star Wars game although I do miss chopping up battle droids with a lightsaber.

I’ve noticed most space game franchises have a pretty specific universe mapped out. Babylon 5, Aliens, Galactica, Star Trek, Starship Troopers, and Star Wars are all super specific. The same is true of RPGs set in space. Look at Star Frontiers for example. There are almost as many named planets and lore for it to have its own movie franchise.

Reinventing the space wheel, so to speak.

I have a kind of interesting take on a setting that really hasn’t been done yet. It’s based loosely on modern Ufology with a little bit of anime thrown in. I don’t know exactly how unique my whole crazy plan is, but I’m going to take a stab in the dark at it. I’ve always been enamored with deep space mecha such as Robotech/Macross and the Clan storyline from Battletech (which is a riff on Robotech.)

Anything tremendously new in mind? Well, not necessarily. I mean, there are scores of games that do space sci-fi action. There are more space RPG titles than easily fit on a typed page. Everything from old school 1950’s rockets and rayguns all the way up to super-futuristic psionics and world ships is represented somewhere in TTRPG form. Do I have a completely new take?

Bits of other game concepts loosely joined.

My desire to create a brand new space RPG came from love and disgruntlement with multiple systems. Some games are too crunchy. Ever build a starship for the PCs in Traveler? May as well build it in my backyard. It would be easier. Anything Palladium? Miles of d00% skills and endless MDC vs SDC debates.

Some games don’t go far enough. I love Star Frontiers for its simplicity, but the skill system doesn’t quite get the job done. It’s good for beer-n-pretzels blowing off steam in the OSR, though. The skill system in Star Frontiers leaves a lot to be desired, however. The revision of the game in Zebulon’s Guide to the Frontier just didn’t quite go far enough for me. That, and I prefer the Marvel d00% CS system for that RPG.

ICRPG is great, but same lack of skill system. I love FUDGE/FATE, but if I’m going to design my skills from scratch anyway? Yes, FATE has a solid Space sourcebook. It’s cool, but then I have to mash in all the mecha components, too.

I’d go the Anime route with BESM or something similar, but it’s more mecha and less a space game at that point. I dunno. I could go on ruling out systems and settings for days. I want a game that takes the BEST components from all of these other RPGs and settings and combines them for something truly amazing.

That actually gives me another idea for Arpeggio of Blue Steel meets Space Battleship Yamato, but we’ll come back to that later.

So, here’s going to be the start of my as yet untitled space game.

By the time I’m done, it will cover all the things one might expect in an action/space opera game with mecha. Seems a tall order. My kids may have to finish it twenty years from now, but I’m going to give it a solid attempt.

I’m going to build it on the site here as I go as a sort of portfolio project and then compile/format it into a full pdf for better distribution, possibly Print On Demand. I’m going to try to keep the price as low as reasonably possible for the finished product.

More to come as I post the design blog. Thank you for stopping by. I appreciate you!

See you among the stars!