To Boldly Go was envisioned as a hard science fiction version of Star Trek that would visit the subject of future shock and the radical changes to human nature and society that technology may make possible.
Original Design Material
- Campaign Journal 2013: Prospecti, Part I ~ the original pitch for the game
- Cutting Room Floor: To Boldly Go, Part I ~ inspirations and discussion of the technology
- Cutting Room Floor: To Boldly Go, Part II ~ designing a future history
- Cutting Room Floor: To Boldly Go, Part III ~ resources for designing alien worlds and the life forms whihc might live there
- Thandha system ~ an icy world with an unstable caste system.
- Tabernas system ~ a garden world of alien plant life divided by three conflicting colonies.
- Cashew system ~ a frozen world harboring signs of ancient, explored by a research station torn by generational struggles.
- Derelict ~ an ancient exploration craft floats about a white dwarf.
- Crude System ~ in a fusion powered universe, there is still a need for hydrocarbons and prospectors.
- Inchoate System ~ in a system devoid of useful material, some will use that freedom to explore what it means to be an intelligence.
- Zhou system ~ the first system showing the Sojourner Collective, this system depends on its artistic talents.
- Han system ~ this Sojourner Collective system harbors its greatest miners and the controllers of a vast army of remote controlled war machines.
- Li system ~in the final Sojourner Collective, death is only the beginning assuming you were digitally uploaded. Featuring a city of the digital dead, this society is at a crossroads. Are digital intelligences people?
Game Design and Thoughts
- Campaign Journal 2014: To Boldly Go (Again): A new prospectus along with the design of the skills and stunts for this Fate game.
- Character Creation: Creating the characters for To boldly Go and how the players greatly altered the world as I envisioned it.
- Lessons of Fate: Where I consider what I like about Fate and what I'm doing wrong. Also Sentient Snacks.
- Retrospective: my review of my game, final thoughts and lessons learned.
New Worlds
- The Hub: a crossroads trading port and now a Federation protectorate.
- New Beijing: a colony of clones.
- The Ascension & Glare: a society of cyborgs engaged in building a new world.
- Midnight: a world of constant change and endless cruises, a paradise for the rich.
- New Earth: an Eden with a dark past and an uncertain future.
- Derelict: the actual adventure of encountering a lost exploration craft.
- The Artifact: an ancient remnant of a lost alien civilization.
Characters
- Sample Characters from the Hub: the Oligarchs who run the trading port known as the Hub.
- Agents of Samsung: the biological androids and other products of the vile Samsung corporation.
- The Crew of the FSV Columbia: the (NPC) crew and the ship itself, the most advanced vessel in the Federation fleet.
- The People of Midnight: from slave to slaveholder.
- The People of New Earth: corrupt corporations and the bioroid liberaton movement.
- Agents of Samsung, Part II: more bioroids and the CEO himself.
- The Expedition: searching for intelligent life, a group of rebels and rejects may be the best humanity has to offer.
- Odds and Ends: two characters, an illegal weapon, and three final worlds.
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