Wednesday, 6 May 2026

Circuits and Rallies

I'm back from holiday! I guess coming back to familiarity after a few weeks of novelty got me thinking.

Sometimes you repeat the same stuff over and over. Sometimes you breeze past stuff, never looking back. We’ll use an imperfect racing analogy of Circuits and Rallies. 

Circuits are great because you get to revisit things, building a familiarity with them. In Intergalactic Bastionland this is the ship, where you regularly return to the same place with the same people. 

Rallies are great because you’re experiencing a flurry of new material. In Intergalactic this is visiting worlds, where you get to experience a strange place and meet new people. 

This isn’t a case of good vs bad. Both types of element have their advantages, but benefit from the other in order to shine. 

And of course this usually isn’t a perfect fit. You can encounter new people and places within the ship, and you might revisit a contact when you go back to a world. The purpose of this idea is to consider whether your game would benefit from more of either type of content. 

In my last Traveller campaign I think the crew visited eleven worlds, with no return visits. There were a few recurring NPCs, but they only encountered them on new worlds, usually requiring a little hijinks behind the curtain to get everyone in the right place on time. As such, it felt very rally-like, a road trip through space where the happenings on each planet felt quite disconnected from each other. It felt like a bit of a missed opportunity to go back to a known location.

This is part of my impetus for having Intergalactic take place on a much larger ship, with that acting as the circuit. This is the Star Trek model, right? Planet of the week, with the ship acting as a consistent element.

So why do I worry that the players won’t care about these worlds if they don’t return to them?

At the moment the ship’s movement is unpredictable, largely outside of the players’ hands at the start of the game, but my gut feeling is that new worlds will be slightly more common than recurring worlds. 

So it’s easy to imagine the players not caring about these worlds, beyond a place to pick up a one-off job before blasting off into the void. Maybe they won’t even care if they revisit a world like Labyrinth and find that the planet’s core has finally annihilated itself from within.

I guess this is the nature of space, or at least a game that encourages such wide-spanning space exploration. It’s okay to have the novelty of the rally alongside the familiarity of the circuit.

--------------------------------------------------------------------------

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.