Category Archives: Game Design

NaGa Demon: A look at the layout

Yesterday I spent several hours to work on the layout of my NaGa DeMon project Galaxy Rising. It’s already November 21 and when I want to get the game to a playable state, I have to focus on getting the rules done and into PDF form right now. One important part of game design for me is to make the game good-looking. Sure, you can run a game that only exists as a couple of notes on a scrap of paper, but that’s not enough for me. Below I have posted a couple of images that should give you a good impression of what Galaxy Rising might look when done.

So, what do you think about the layout so far? As always, your comments are highly appreciated! You can check out the layout draft in PDF format here.

NaGa DeMon: A question of character

icon-play Due to some unforeseen family crisis progress on my NaGa DeMon project is much slower than I anticipated. Luckily it hasn’t come to a total standstill yet. Today I actually managed to finish the character creation section and what better way is there to present a new system than by going through its character creation process.

The character we want to create today could be a typical League Soldier who we will call Commander Shep… eh … Farmer. She’s part of the LDF’s marine corps and has already seen some action. Since we want to focus on the mechanical side of things we don’t need a fully-fledged out concept yet.

Galaxy Core (that’s what I called the system powering Galaxy Rising) is a rules-light d%-based system. Each character is described by three attributes (Physical, Mental, Social – each ranked from 1 to 20) and eight pretty broad skills that get some more granularity by player-defined specializations that grant bonuses from +10% to +30%. There are also three values directly derived from the attributes: body points, Initiative, and Damage Bonus. Last but not least each character has up to three “hooks” (think of FATE Aspects) that help to flesh out the character.

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NaGa DeMon: The Slipstream Drive

A couple of days ago I wrote down a few notes on how FTL travel and communication is supposed to work in my Galaxy Rising game. I haven’t decided yet, how fast you can travel using a Slipstream drive nor have I set a limit for FTL communication. I’ll set those limits when the setting has progressed a bit further. In the short fiction piece I released a science vessel made a trip to the Orion nebula, which is about 1,344 light years away. This might be around the upper range limit of what League drive technology is capable of.

The Slipstream Drive
Image: Les Bossinas, created for NASAThe slipstream drive invented in the late 24th century finally allowed fast interplanetary and interstellar travel. The drive creates a slipspace tunnel through which the vessel can travel at faster than light speeds without breaking special relativity. Another use of the slipstream drive technology are the so called slipgates which create semi-permanent slipspace tunnels through which ships without their own FTL drive can travel. The League has established an extensive slipgate network in their area of influence. While in slipspace a vessel does not interact with matter in normal space.

Slipspace Communication
The physical properties of slipspace also allows electromagnetic waves to propagate much faster than in normal space, allowing almost instantaneous communication over vast distances. State-of-the-art slipstream drives can also generate several slipspace tunnels with tiny diameters in order to allow laser or radio communication over several light years. Alas it’s impossible to open communication tunnels while the ship travels in slipspace, so starships have to make regular stops in order to communicate. The League has constructed a network of relay satellites which which is known as LeagueNet.

Would such a drive system be possible from what we know today? I highly doubt it. But it works in the realm of fiction and has a couple of limitations that can be used by to help the plot of your game. FTL travel is not unlimited in range and it still takes a while to travel from A to B. Communication is faster but probably more limited in range. Which means starships are pretty much on their own when far enough away from League space. And this alone always helps to create great adventure opportunities. “You’re on your own. What do you do?”