Wednesday, 4 November 2026

II II: II (Impairing Impairing 2: Intergalactic Impairing)

I've written about Impairing in Mythic Bastionland, but what's the plan with this tricky little mechanic in Intergalactic? Well first let's go back to the start.

Impaired was born in Into the Odd as a catchall mechanism to make somebody's attacks worse, reducing their attack to a mere d4 damage. Its opposite was Enhanced, which increases the attack to d12 damage. There are a few key points that make it a good fit for Into the Odd:

  • Attackers generally roll a single die in combat, with most weapons sitting between d6 and d10. Even a pair of swords gets mashed together into a single d8. Altering the size of this die is an easy, tangible thing to understand.

  • Every attack contributes to the damage, so even if you roll a 1 or 2 on your Impaired d4, you're still chipping away. Even if Impaired, a group of attackers ganging up on a single target can do serious damage.

  • Impaired is framed as something that can be applied situationally, not something that you can reliably impose on an enemy. It's meant to evoke the feeling of "urgh, this sucks, I want to change the situation so I'm no longer Impaired".

We'll come back to that last one.

Moving over to Electric Bastionland, Impaired moves across quite naturally. The "ganging up" rule, where only the single highest die causes damage, does dampen the second bullet from the list above. If you're rolling d4 and your allies are all rolling d8s and d10s then it can feel a bit like you needn't bother rolling at all.

Mythic Bastionland, of course, wound up being quite different. I won't rehash the original Impairing Impairing post here but looking at this timeline of Impairment I think the main issues are:

  • Combatants have much more combat capability, often rolling multiple attack dice each and augmenting them with gambits and feats, so being bumped down to a lone d4 is a much larger drop.

  • Knights and some enemies have more armour and access to the Deny feat that combine to make them more resilient than their Odd and Electric cousins. That d4 damage is now even worse than it was in the other games.

  • Impaired is now a condition you can reliably attempt to impose on an opponent and have imposed on you via the gambits system.

While those first two points are important, that third bullet is the biggest issue, contradicting the third bullet from the Into the Odd list above.

Impaired is designed to suck, right down to the awkward feel of throwing the d4, and that's good as a situational tool for the Referee. When it is weaponised then you have a part of the game that is about making other combatants suck, which can feel unsatisfying, especially when the difference between "functioning normally" and "impaired" is heightened, as it is in Mythic.

So what's the plan for Impaired in Intergalactic Bastionland?

It's not set in stone yet, but I've tested out a few options.

1: Change Nothing
Intergalactic isn't Mythic. You aren't Knights charging around smiting wyverns and deflecting arrows. In many ways it's closer to Electric in terms of the player characters, who aren't assumed to have combat training, and might go whole sessions without finding a reason to jump into a fight. Most of the combat I've seen in playtests has been punching other crewmembers. This is an important option to consider when revising rules for a new game, but in this case I would like to try some tweaks.

2: Make Impaired less... impairing
Early on I tried out a version where impaired attacks still roll their full number of dice, but those dice all become d4s. Doesn't change anything with a d10 attack, but the gear list here has a bunch of weapons that roll multiple dice, so they become more useful at avoiding the worst effects of being impaired. This feels like a very soft change, and I might keep it in as a secondary tweak, but I don't think it's enough on its own. Another tested alternative involved reducing Impaired attack dice down to the next size, rather than down to d4, which is fine but requires some edge case explanation and something about it just didn't feel right for me.

3: Remove/Replace Impaired as a Gambit Choice
This is the version that's currently awaiting playtest. Gambits are the same as in Mythic, minus strong gambits, but the list of options is a little different.

Attackers may discard any number of Attack dice of 4 or higher to perform Gambits, each causing one of the effects below.

• Bolster the Attack for +1 total Damage

• Disrupt the target, granting +1 armour to anyone they attack on their next turn

• Move after the Attack, even if you already moved or are unable to move

• Feint to reroll any other die in the attack pool, keeping the new result

• Repel the target away from you unless they pass a Save

• Stop the target from moving next turn unless they pass a Save

• Other effect of a similar level of impact, allowing a Save if appropriate

A target that Saves against a specific type of Gambit cannot be targeted by that type of Gambit again until after their next turn.

Disrupt and Feint are the two new options. Forget about Feint for a minute, as that's more of an experiment, but Disrupt slips into the niche left by Impaired, acting almost as an inverse-Bolster, essentially a -1 to their next attack. Importantly, this can stack multiple times, so pouring a bunch of Disrupts onto one target might have the same effect, dropping them down to negligible damage, but at least that's taking multiple attack dice rather than just a single die that gets through the target's save.

I'm also not too happy about having separate but similar effects for the near-synonyms Disrupted and Impaired, giving me flashbacks to Fatigued and Exhausted in Mythic, but I want to see if it works at all before I get hung up on terminology.

When I saw there were 6 standard Gambit types in play, I couldn't resist trying out something with damage types. This feels a touch excessive, but we'll see how it plays.

Each damage type is especially suited to a specific gambit type. Attackers can perform the associated gambit type by discarding any die of that damage type regardless of its value, even if it's below 4.

Pierce: Bolster
Crush: Repel
Burn: Feint
Erode: Stop
Warp: Move
Infect: Disrupt

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Wednesday, 28 October 2026

Player Principles

I've written lots of GM principles, but it's been a while since I put together any advice centred on the role of player.

This coincidentally lines up with a blogwagon!

The goal, as always, is self-centred. I'm not writing this as a pamphlet to hand to my players as they sit down at the table. This is to help me when I'm playing a game, as I'm less confident in the role of player than I am as the GM.

Player Principles
Ambition - Reach up to make the best game
Curiosity - Reach out to the world and characters
Trust - Open up to the other people

Hey, it spells out ACT! But you don't need to act, really.

Let's look at them individually.

Ambition
TTRPGs thrive or perish under their immense freedom. As a player, make the most of the opportunities granted by those open skies. Make plans, take big swings, imagine the best game you can and then do your part to make it happen.

A lack of ambition means you'll settle for an okay game.

Curiosity
Pay attention to the characters and the shared world. If you're not feeling it, ask some questions to find a hook. Theorise and hypothesise with the other players. Assume there's more to find, and go explore.

A lack of curiosity means you'll be bored and have an annoyed GM.

Trust
Leave openings for the other people at the table and the whims of the dice. Take their input and run with it. Assume good faith, even when pulling in different directions, and accept the impact that lands on your character.

A lack of trust means you'll either be disappointed or unsurprised.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 21 October 2026

Universal Behaviour Profile

I did this for hexes and planets, but what if I want to use this same system for giving an NPC some specific behaviour notes? Forget how they look, how do I give this NPC some life without doing a dreaded bad accent? 

Yes, I twisted this one to make another meaningless acronym: TWOF.

Tempo: The speed of their speech
Weight: The heft of their delivery
Openness: Friendliness and informality
Flair: How much theatre do they add

Roll 5d6 and drop the highest. Imagine that 4s look like Ns, 5s like Hs, and 6s like S. ~
1=1: Low
2=2: Medium
3=3: High
4=N: Null, actively suppressed to a strange lack
5=H: Hazardous, not a lack or excess, but some weird twist
6=S: Super, off the scale. Think big then go bigger.

Remember, 1-3 represent the more typical scale, with N, H, and S representing exceptional results.

Examples

3H32: A gravelly machinegun of information and back-slaps.  

H32N: Too loud with awkward pauses before trailing off on a truly boring tangent. 

N3N3: Thinks for an age before delivering a confident bon mot that doesn’t really say much once you stop to think about it. 

112S: A hushed whisper, strangely compelling, pulling you closer and staring into your eyes.

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Wednesday, 14 October 2026

Unfulfilled Aspirations

Sometimes it’s enough to know that something is possible, even if you never achieve it. 

I’m drawn back to playing Frontier as a kid. I played a lot of that game in a very shallow way. I travelled between stars, trading for a modest profit, trying not to get killed by pirates.

I barely ever managed to upgrade my ship. I didn’t find the weird space-jousting combat fun, so never engaged with the bounty hunting missions. I read in the manual that you can set up a mining rig on a planet and come back later to collect the spoils, which sounds like a good excuse to go land on remote planets, but I don’t think I ever actually did it. 

But knowing I could land anywhere, knowing those planets weren’t just scenery but were made of rock that I could extract and sell as ore. Now they were real. 


I’d also browse the shipyard for craft I could never afford, and peruse the starmap’s far frontiers that I’d never visit.

Yes, striving for that goal creates an experience of its own, but its presence as a path-not-taken is still important even if you brush the option aside. That part of the world is real. You believe it, even if you never see it for yourself. 

Unfulfilled aspirations still affect the experience. The shadow still cools the skin.

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Wednesday, 7 October 2026

Terms of Conduct

Independent ships rely on the six great institutions in order to operate, so all captains pledge to an agreed set of terms, sworn by each new crewmember upon boarding.

The ship’s continued independence is contingent upon being seen to uphold these six terms, each ratified by one of the institutions.

We honour our deals - FXT
We respect autonomy - Sovereign
We follow the rules - NCA
We leave peace in our wake - Konkord
We hold all to account - Justice Union
We let none stand alone - Starpath

If a term is not upheld by a ship's behaviour, that institution may lower the ship’s standing or take direct intervention. Sometimes an example must be made of a particular crewmember in order to smooth things over.

A crucial skill for any independent starfarer is operating within these terms even when they fall into conflict with each other, or at least knowing which to prioritise. 

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

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Wednesday, 30 September 2026

Intergalactic Flow

Normally I’m bad at earnestly acknowledging that a thing I made is good, and would rather point to my next idea and talk about how that’s going to be better. Mythic flipped that on its head. It’s been out for over a year and I look back on it proudly, happy with what it does. I’ll say it: I think it’s pretty good!

Which is a real pain when it comes to working on Intergalactic.

There’s an element of “difficult second album” even though Mythic wasn’t my first game. Its success has brought new eyes to my work, and I’m spending moments of every day spiritually galvanising myself for the inevitable... “yeah, this is okay, but I wish it was more like Mythic Bastionland”.

So I throw the baby out with the bathwater. The baby is fine, really, he lives in the book you already have, but we need that bathtub so we can play something else. It’ll still be fun, but it’ll be different for sure.

For one thing, the workflow. 

The Mythic flow, zoomed out, goes like this:

  1. Before starting the campaign, spend a while building your realm, maybe reading ahead for the Myths you’ve chosen from the book
  2. The knights wander around your realm and the Myths tick along like unreliable clockwork, creating a chaotic series of events for the players to get involved with
  3. Between sessions you do a little prep to tidy up your notes and deal with any time changes that occur, but you’re largely good to go using your previous prep

There’s also the workflow within a session, but I’m working in session-to-session scale here. 

One of the points of difference for Intergalactic is that this will be my first RPG that comes with a fleshed out setting with specific places and NPCs. This is a starship with 12 decks, 144 compartments, 1,000 crew (only 80 of which are detailed, sorry) and 72 planets each with 6 locations and 6 contacts. The dream was that this gives you enough to sit down and run a campaign right from the book, no pre-launch prep required!

Well, outside of games that focus on group improvisation, I find zero to be a bit of a myth. Even if it does exist, I don’t think it’s reasonable for what I’m looking to get out of the game.

So what does that zoomed-out Intergalactic flow look like?

  1. Before starting the campaign, read up on the starship in the book, and choose a world where the planet will begin. Maybe glance over some of the candidates for the next destination of the ship if you want to plan ahead. Choose if you’re going to start with the ship in Transit, the action starting on the ship itself, or in Layover, where the players will be sent out on Boat Leave to explore a star system independently.
  2. The characters serve on the ship, dealing with incidents that occur, or go out on a boat exploring and working while the ship is in cooldown. 
  3. Between sessions you tidy up your notes and read ahead to wherever the ship is heading, if that’s where things ended. Maybe you prepare a bit of bespoke content for the next game, or stick with running from the book as best you can. 

While step 1 might seem easier than building a realm from scratch, it’s just a different kind of prep. It’s less time consuming in terms of preparing materials, but I think the setting of Intergalactic demands a little more on-boarding for the referee to understand what they need to run the game. In losing the dreamlike fairytale medieval world of Mythic, we’re now in a setting that demands more concrete answers, even if the Stars themselves are enigmatic.

Step 2 is where we get back to this idea of the game “running itself”, obviously a bit of hyperbole. I think when people say this they mean that the demands placed on the knights combined with the momentum of the myths means that the game feels like it’s usually moving toward a climax of sorts, even if the referee doesn’t know in which direction it will go. The pacing of Intergalactic is a little different. I’m optimistic that little stories and character arcs will emerge from the chaos, but it’s less focused than Mythic, partly by the very nature of its scope. As written, I can foresee more ways to have an unsatisfying session with this game, which is something I’m working to balance through the guidance and tools given to the referee.

Step 3 is where I think things will run more smoothly. As the referee begins to understand how the ship and the stars work, there should be very little required before the next session, even if time has passed. 

This leaves us with something more closely resembling a traditional big sandbox, the very thing I wanted to squeeze into Mythic and make work in a different way. But this, too, should work in a different way. Different to Mythic, but also different to other sandbox games. 

After all, why go to space unless you’re going where no one, yourself included, has gone before?

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 23 September 2026

Breaking the Wave

One of the big non-rules changes I’ve made to Intergalactic, just added in the latest update, is a downgrade of galactic communication. So far it’s been fun to play with, and creates a groundwork that dodges some of the issues with a game with abundant long range communication.

Communication

Space is not a silent void, but is loud and thick with the stuff of the stars, rippling in the wake of the god-lanterns. This renders wireless communication almost impossible. 

Short Distance - Wires, Pipes, and Loudspeakers

A physical wire between terminals allows jittery data, audio, and video transmission, limited only by the length and integrity of the wire. 

Some prefer the blunter approach of a pipe between two locations, allowing muffled but reliable communication over a surprising distance. 

Loudspeakers are the final means of mass communication, when the message needs to reach  those who are not waiting at a terminal or pipe. 

Long Distance - Signals

Communication between vessels, or between an orbital and a landing, use the same methods as listed above with some adaptations. 

A combination of high intensity lamps and horns allows for exchange a common set of signals to be exchanged. 

To hold a conversation, reinforced wires can be reeled between two distant points or, more commonly, a representative is sent in person. 

Interstellar Distance - Beacons

Starpath operate an underspace network of Beacons, megastructures that can transmit and receive secure text communications between distant star systems. Messages between beacons carry a 24 hour delay, regardless of distance. Access is highly restricted by Starpath.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.