GM: Sophie Lagacé
Players: Banana Chan, Sen-Foong Lim, Sean Nittner
System: Tiān Dēng
Playtesting the new playbook and ship moves! Also, adjusting the frame to make our characters near retirement age to add the urgency of getting to retirement….
…turned into a design meeting where we shared a bunch of ideas for refining the premise and game play!
Ideas to consider:
- Ship only has so many gigs left in it. After X gigs you have to make a roll to see if it can keep going, or gauges start dropping fast.
- Shoot for 6 sessions of play. Stop sooner and you don’t have enough stars. Go too far and the ship will break down faster and faster. (Every session ship gauges go down, the longer you play the faster they break down)
- This is the final fragment of the ship’s AC before it ascends to the Heavenly Bureaucracy
- We do gigs because this is the way we can spend time with our AC, and because the AC needs experience.
- How much is the AC the factory settings, and how much of it is the memories and personality of your ancestors. The GM can play your family members.
- Ability to switch out ship roles either between adventure or as the fiction demands it.
- First four questions about the ship can be changed to be about the ship’s past? End the game with four questions about how the crew is remembered?
- Default/Promote older characters (they can do everything) and give players options to be the kid, but there can be only one, and they have less access. The one good thing for the kid is that they could part of the next campaign.
- Why do we need ACs or why do we use them? It was a way to get people to trust ACs (have your best interest at heart). They became gods because we imbued them with our belief. The Ship has grown up from our families memories. The AC handles all the challenges of flying trough space (life support, navigation, maintaining ship systems).
- God Ship flashbacks. Could use Boons with godship to have flashbacks
- Consider Gig benefits/losses (opportunity costs). Consider Band of Blades style benefits of doing missions and costs of skipping or failing them.
Ingredients:
- Chinese Diaspora in Space
- Gig Economy
- Immortal God Ship
- Playing characters close to retirement
- We’re running out of time
- Ancestor worship
- Valuing our elders