Somehow this one didn’t make the great cohost migration! I’ve converted and back-dated it appropriately, and lightly touched up a header or two, but otherwise it’s intact. - Binary, Sep 22, 2025
This is going to be a bit meandering and I’m not going to have answers at the end of this post because it’s already too fucking long. Bear with me.
Disclaimer/preface: I’m mostly spitballing based on my own experiences as someone who has both seen and done this. I’m sure there are better terms for what I’m saying and that I’m probably reinventing the wheel. I’m fine with that. I know about the killer/explorer/socializer/roleplayer model for multiplayer games already, it’s useful and there’s definitely an intersection point on a venn diagram of where it interacts with this but it doesn’t 100% map to where I’m going with this.
Same idea, different game. I'd considered dicelessness for APOCALYPSE FRAME first, actually, but decided it wasn't worth putting it in the core game because I wanted it to come out ever. The big reason I'd do it is that rolling dice actually does slow things down quite a bit and for the most part players usually just reroll with Tension in combat so it's not like consequences come up that much unless folks are using low-die Armaments with low Tension or rolling low Attributes for some reason.
I had been thinking about the topic of randomness when writing entries for Regions for ANOINTED23, but Spencer Campbell (GilaRPGs, creator of LUMEN/RUNE/etc) wrote two blogposts (with a third on the way) that got me thinking about it. Specifically, I'm wondering if I could/should just remove dice almost entirely from ANOINTED, my GMless or GM'd/group or solo soulslike game in development.
So 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).
Advancement 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. If you give XP for killing things, guess what, you're going to see a lot of killing. If you don't have XP but just give out character levels when important milestones get finished, they'll frequently beeline to those milestones. And so on.
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! for ground-level, Level 0 rules if that sounds like your thing!)
So some of my early playtest feedback is that melee feels less good than range which...yeah, tactics games are sure like that, huh! I'm fixing to handle this in a few ways right now.
The obvious moves first:
Lower the utility of Far range attacks. (This is even more pronounced because 3/6 of my players have abilities that hit to Far - basically almost all of the ones in the book. It's a good stress test at least!) Far range support is probably fine.
Add movement to a lot of powers. I'd done this with some of the later classes I designed (self-buff powers, for example, are usually move + buff) but the older ones could stand to have that energy too.
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.)
Make sure the party is a persona non grata in some way.
Get the party a spaceship. That's a major part of the game going forward.
I had more to do here than just present a fun adventure. I was tasked to present a jumping-off point for the rest of a campaign! And I think it worked.
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.
As you can note by the big ol' index above, I played a lot of RUNE last month! As someone who has both made a few Realms and played a ton, here are my opinions (not rules or anything! Just my observations) on what helps make a good realm.