Wednesday, 27 May 2026

Pressure - Pushing Down on Me (and also up and from the side)

What pressures do you face as a Head in the top 10% of a thousand crew starship in Intergalactic Bastionland?

It comes down to what each other crewmember might want from you, and how they might ask for it.

From Above - Political Pressure
Of the six officers on the ship, one is your direct boss, but each can technically stick their noses in your business when they want to. Mostly their concerns are political, making sure the balance of power between officers is either maintained or tilted in their favour. Whether they're interested in undermining the captain or securing their authority depends on their own level of favour from above.

The ship expects excellence from you, squire, now go out and bring me a report of this problem solved.

I have a special task for you, good crewmember, and make sure no word of this reaches the Marshal in Arms.

What would the captain think of your lack of appetite for exploration, squirt? Now go survey that moon and bring the boat back in one piece, aye?

From Aside - Personal Pressure
The other heads, your peers and rivals. It's easy to focus on the latter, thinking they're all out to get you. The truth is, most look to their peers as an outlet for a personal life that can be difficult to find in the cold steel of a starship hull. Of course, if they stumble onto some leverage over you, they'd be silly not to take advantage.

Comrade, you hear the latest scuttle about the Chaplain and the Purser? Fight's happening middle of bottomwatch tonight down on the drive deck? You taking a side?

I thought I could count on you, Bud. Just tell me what you saw up there and I'll keep a nod for you.

Mate, I've taken more than enough knocks for you. This time I need something big in return.

From Below - Practical Pressure
It's a cliché that Hands have the most grounded set of needs on the ship, just wanting some assurance they'll be fed, kept safe, and maybe stop doing this job some day. There's some truth in that, and Heads are in a position to make a Hand's life better or worse by a meaningful amount without too much effort.

Boss, I can't work without better gear, and the Quartermate, much as I respect her, she doesn't understand what we do down here. You know I wouldn't cause fuss just for the sake of it.

Just thought you'd want to know about those troublemakers, Chief, and if there were any private quarters opening up near you I could keep you posted in future too.

I'd be honoured to even be considered to help out on the boat with you, Guv. I love the ship and all, but it's been months since I've been out in the stars, you know?

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

Wednesday, 20 May 2026

Trinary Stars

In writing the setting for Intergalactic Bastionland I feel pulled between the gravity of three stars:

  • Reality - What would it really be like to be in space as we understand it today?
  • History - What are some interesting equivalents to mine from actual history?
  • Fantasy - Yeah but what if this weird thing was out there??

I suppose it’s like simultaneously pulling from the present, past, and imagined future. This applies to a lot of space-based settings, but is by no means universal. I’ve done all three of these, and you can see their impact on its wobbly orbit.

Let’s take travel times as an example, a staple concern of space TTRPGs.

A realistic approach involves looking at real distances between stars, and thinking about travel times if we assume near-lightspeed. Remember to consider how much of a pain it is to get a big vessel up from a planet and out of its orbit.

A historical approach considers what would be the equivalent, probably sailing between continents. We’re talking weeks or months depending on how far back we go. What was life like on these voyages?

A fantastical approach imagines infinite possibilities, perhaps with a view to (lowers voice) make the game work a bit more easily. Yeah, we have a way to go faster than light, but you can’t do it too much because... erm.. It’s just how the ship’s special drive works, okay?

The mass of each of these stars will differ within your own personal trinary system of influences. Even if you’re drawn to one in particular, the other two are sure to be warping your orbit in less obvious ways. 

I’m dropping the star analogy now because I just spent too long reading about trinary star systems. 

The goal is to weave these three influences into something that feels internally consistent, characterful, but still recognisably beneath the sprawling umbrella of science-fiction. 

Shit, now I’m onto umbrellas. Abandon blogpost.

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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, 13 May 2026

Boat Loan

Something I'm testing out for my Intergalactic testing, recently added to the playtest doc.

Being part of a thousand-strong crew on a huge starship has become a key part of Intergalactic, something I was eager to explore as a point of difference to the familar sci-fi RPG setup of a small independent crew with their own ship.

From my initial playtests I wonder if I went a too far with this, having a bit too much time cooped up in the ship, sometimes making it easy to forget you're in space at all. Layover offered a chance to get off the ship but you were then confined to a single planet and there wasn't much drive beyond "make some money for yourself", then you were back on the ship for the next transit. None of this was outright bad, but I wanted to make the balance between workplace-restriction and starfaring-freedom a little more even.

Enter the Boat Loan, a replacement for the current "ticket of leave".

[from the Layover Page]

Boat Loan

Crew working Double Duty Detail now receive their Boat Loan, being granted temporary ownership of one of the ship's boats, and the freedom to roam the system. This privilege carries three hard rules:

  1. Return on time for the next transit.
  2. Return the boat in the condition you took it.
  3. Get Officer approval for each trip, agreeing to their modifications and stipulations.

Typical Officer stipulations might be a share of profits gained, an errand to run on their behalf, or taking specific crew members with you.

The Captain and Officers have access to their boats but usually stay on the ship, whether out of fear the ship will abandon them or the lack of appetite for visiting dangerous worlds. 

This opens up little stretches of freedom for the players to explore the current solar system, but still ultimately ties them to the main ship with the pressure to return on time and profitable.

Transit times have been tweaked to make all this a little more viable while still applying financial pressure and uncertainty. Ships are now horribly inefficient for interplanetary transit compared to boats, to the ship is assumed to stay in-place between interstellar transits.

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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, 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.

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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.