Tuesday, August 1, 2017

Progress update

Just a quick update to say that the rules for character generation, skill checks, and combat are complete. A few more playtests on magic are needed to refine rules, but I finally settled on a few solutions I'd been batting back and forth.

Progress on art is slooooow. May need to reconsider how that's handled. Switching to more setting work for now, until I get an update from the artist. Still hoping to publish in 2017, but might 2018 if things continue down the same path.

More soon!

Tuesday, February 7, 2017

Playtesting and Con prep!

It's been a while since I've posted anything, but I thought I'd share that just last week I held another round of playtesting which went really well. One thing I'd been refining of late was the character generation. And while it still had some rough edges, I think we've ironed those out. I do need to update the player handout though to make things more clear. 

We also had a solid test of the space magic rules. At least, I was confident enough from feedback that I can go ahead and finish the two spellcasting character classes (Astrocaster and Starlocke) and the remaining spell lists. 

Combat was also tested and goes pretty fast and furious! 

Finally, I'll be running a lot of these rules at Con of the North. I think there's still tickets left if you're planning on going this year. If not, at least swing by the Saturday Night Space Opera room and say hello and ask me your questions about the game!

Tuesday, August 2, 2016

First playtest complete!

Just a quick update I'd meant to post a few weeks ago...

On July 15, I ran the first test for character creation and skill checks! I also had a chance to teach players about a new XP system that I'm really excited about. It was a small group of four regular Saturday Night Space Opera players--each one a game master in their own right. All of them have at least toyed with game design--one is a published game designer--so it was a great group to solicit feedback from.

We tested three player classes: Starbuckler, Starbarian, and Astrosassin. Turns out I'd really underestimated player agency in level advancement so I'll continue to make adjustments in that regard.

Next steps:
I'm revising some combat mechanics and then (hopefully) finishing some rules for space magic. If I can get the basics squared away by Labor Day, I think I can move on to space-based encounters (starships, etc.).

Stay tuned for more!

Tuesday, June 14, 2016

Playtest begins in earnest this July!

While I wait for the concept art to take shape, I have the opportunity to get some feedback on rules and setting material. I'm planning on running some Rad Astra sessions beginning in late July. I'll post updates once that gets underway. I'm a little concerned that the player classes are too powerful, so I'm hope to fine tune mechanics.

I'm testing Starbuckler, Astrossassin, and Starbarian first. Space magic and the Astrocaster/Starlocke classes to follow.

And then it's time to work on some alien/robot character creation! (That might be the most asked question I get these days.)

And speaking of concept art, I've been refining source material files (images and text descriptions) for the artist as well as creating a playlist of songs that I think might serve as inspiration. We'll see if it's actually helpful or not. It helps with writing, so I'm hopeful it might do the same with illustration.

Keep your interocitor tuned to this frequency for more updates!