liminal void

Phipps23 and Demonstrating Themes in Celestial Bodies

October 18, 2024
ttrpg design, phipps23, liminal void, celestial bodies

I’ve been meaning to try to post more on my blog/site following the death of Cohost, which made it very easy for me to toss design thoughts out. Writing into VScode and pushing to my site via git has no juice at all by comparison. But we press on anyway. Phipps23 # On November 27th of 2022 - a little less than 2 years ago as of writing this - Dan Phipps (of Gem Room Games, go check them out, they’re cool folks! ...

Revising Liminal Void, 2024 Edition

February 11, 2024
ttrpg design, total//effect, liminal void

Liminal Void quickstart coverLiminal Void's quickstart has been around a little more than a year now. It's the first Total//Effect thing I put out and it's...fine. It's fine. Total//Effect is a strong backbone, the vibe carries it pretty far in my opinion, and again in my humble opinion, my two quickstart scenarios are decent. (Read it yourself and see if you agree. It's free. Click that little liminal void tag at the bottom if you want to see me everything I've written about it here, which is quite a lot. ...

Liminal Void: Professions (like Classes but not really). What are we doing here?

May 3, 2023
ttrpg design, liminal void, total//effect

Liminal Void coverSo I'm thinking about what I'm doing with Professions in Liminal Void. A Profession is like...a class, kind of/sort of? It's got a starting skillset (basically a broad Skill category), a little passive ability that differentiates it, a few changes to being able to recover/reload/recharge in combat, and a starting equipment package (which includes an outfit, a capital-T Tool, and two consumables). Beyond the mechanical aspects, though, there's a few things I've been thinking about. ...

Liminal Void updates: Advancement is hard and weird

April 6, 2023
ttrpg design, liminal void, total//effect

Liminal Void coverAdvancement in a game is tough. Or rather, like all things in game design, you can kind of just do whatever with it but it'll have long-ranging implications as to player behavior. As much as we don't like to admit it sometimes, numbers going up very frequently provide a throughline and driving force for campaign-length games, but how those numbers go up matters. If you give XP for gold, guess what, your game is now at least partially about making money. ...

Liminal Void rambling: ships, ship combat, and ship “combat“.

March 2, 2023
total//effect, liminal void, ttrpg design

Thinking out loud about Liminal Void ship stuff because that's on my docket alongside Valiant Horizon and VH is mostly in the "the thing's constructed, just gotta tweak it around the edges" stage. (If you're not familiar from previous posts, basically it's a space game with an Expanse-ish level of hard-sci-fi-ness, give or take a bit, but more centered on survival in shit space capitalism than interplanetary politics as such. I have a free quickstart here! ...

Part 2: Escape from CICP-1 Scenario Teardown

January 3, 2023
ttrpg design, liminal void, total//effect

Ok. This is the part where I talk more firmly about the scenario. (See the map above.) The goal of this scenario, as repeated from above, is the same goals as Level 0 in general: Establish some "starting points" for characters, and give some playstyle options. Figure out, through play, what kind of people your characters were and are. (The Background mechanic is the obvious version of this, but even more subtle decisions inform a character. ...

Liminal Void Quickstart and Scenario Teardown, Part 1: Background, Quickstart rules

January 1, 2023
ttrpg design, liminal void, total//effect

Map of CI Central Processing Station 1 (CICP-1)I'm in a posting mood because I'm putting off finishing writing a press release/kit so I figured I'd ruminate a little bit about how I put the Liminal Void Quickstart rules and scenario, Escape from CICP-1, together. Mild spoilers for the scenario under the fold if you care about that sort of thing, but most of the big scenario stuff is going to be in a follow-up post, but also it's just long and this seems polite. ...

Liminal Void Phipps 23 Worldbuilding, Part 3

December 9, 2022
worldbuilding, liminal void, total//effect, phipps23

Ok, no more icons. Here’s the next step: Integration Name the following Two Factions A Settlement A territory A Dungeon A Season Your Icons and Inspirations should help a lot here. Be explicit about how your icons relate to these larger organizations or areas. You don't have to use all of them. Given that this isn’t really a fantasy thing as such, “Dungeon” and “Season” are going to have liberties taken with them. ...

Liminal Void Phipps 23 Worldbuilding, Part 2d

December 8, 2022
worldbuilding, liminal void, total//effect, phipps23

Origin, 1+2a, 2b, 2c Part 2d: Icons for “The wildly disruptive nature of independent ship ownership” Event: In the early days of the Jovian colonies declaring independence from Mars, Mars had shut off all wormhole beacons in an attempt to starve them out. One lone sympathetic freighter, however, brought enough supplies via off-network beacons to keep them supplied so they could maintain their resistance. That ship is long since gone, but is celebrated yearly on the Jovian Independence Day on June 1st. ...

Liminal Void Phipps 23 Worldbuilding, Part 2c

December 6, 2022
worldbuilding, liminal void, total//effect, phipps23

Origin, 1+2a, 2b 2c: Icons for "Being thrust suddenly onto the fringes of society and having to figure out how to deal with that." Event: When the Terran and Martian beacon networks were merged, a lot of stations became redundant. Everyone manning those stations were fired and reactors were deactivated as soon as the merger went through. The stations who had suitable engineering knowledge to restart them did so for the sake of everyone on the station, but for their trouble, they were blacklisted from all future corporate work. ...