h1

Maid RPG: Update 4

May 13, 2008

I’ve finished the last of the scenarios, which means the base translation (which will need plenty of editing) is done at long last. The last one I did was “Tales of Suspense,” though I can’t really explain what it’s about without spoilers. Regardless, the scenario file–about 48,000 words, 117 pages in a basic MS Word format–is off to Andy for editing.

Translating
One of the things that can be really aggravating about translating from Japanese to English is the use of the passive voice. In English you’re not supposed to use the passive voice because it sounds weak and weaselly. In Japanese, sentences often leave the subject implied, so effectively using the passive voice actually makes you clearer. In Japanese RPGs, this lets designers talk about the PCs or whatever without having to start every other sentence with “a character who” or “if the PCs.” But it also means that the translator (that’s me) gets to play detective trying to figure out what the subject of a sentence actually is, and then do a sort of written Rubik’s cube exercise to turn it into a decent English sentence. As much as I love Japanese, one of these days I want to learn and start translating, say, Spanish, so I don’t have to deal with this kind of thing.

Scenarios
I know I’ve posted about the scenarios already, but they both show what’s different about the game itself and in many cases show a novel approach to scenarios/adventures in general.

There are several scenarios that have a very tight structure. Very often these involve the PCs working towards some kind of goal (ranging from throwing a birthday party to conquering the world, depending on the particular scenario), and it very carefully delineates what they can do to work towards it, and how much. These scenarios allow for more freedom than you might think–especially for PCs who are willing to use the seduction rules to get what they want–but certainly not as much as you’d ordinarily expect. The furthest extreme is “Maidenrangers of Love and Justice!” which actually bills itself as a “Maid Board Game,” where you build up a 4×4 grid of playing cards (representing both rooms and random events that occur in them) for the PCs to move around in.

Owing no doubt to the game’s basic nature, there are a lot of scenarios that deal with social situations of one kind or another. The game still has plenty of room for the action-adventure stuff that’s more typical of RPGs (albeit with a spin that only Maid RPG can give), but there are also scenarios about competing to marry the Master, becoming friends with a ghost girl, helping little kids have a place to play, and so on.

There are also very few scenarios that you could use in an ongoing campaign without major retooling, though there are some that give advice for launching into sequels (”Miko RPG!” even advocates developing a new game), and in one case, there is a sequel provided (”Be Our Demon King!” is followed by “Rise of the Demon King”). Although there are some major Western RPGs available in translation in Japan (notably D&D, WoD, and GURPS), my experience with Japanese-made games is that they tend to focus on short-term play rather than long campaigns. In F.E.A.R.’s Alshard ff, “Campaign Play” is actually listed in a sidebar rather than being part of the actual section on styles of play. In Maid RPG you can store up Favor to raise your maid’s attributes (it’s one of the more expensive things to do with Favor), but the game’s text doesn’t really address the idea of running a campaign at all.

Maid RPG scenarios often assume a particular master, or at least a general type of Master (e.g., a young Master who thinks he’s Sherlock Holmes), and won’t really work without him. On the other hand, there are also a lot of scenarios that leave at least some of the prep work up to the GM. This could be flexibility or laziness depending on how you choose to look at it, but there are scenarios where the fine details of the Master and/or mansion are left up to the GM to create.

There are still some scenarios that are fairly traditional (like “Liberty: The Final Maid Maiden”), and the game certainly holds up just fine with a traditional play style, or with no scenario at all.

Promotional Stuff
Wayne from Anime Expo’s tabletop gaming department has confirmed that Maid RPG is on the schedule for AX, Saturday at 10 a.m. Hope to see… someone there!

Random Thought
I’m sorely tempted to write a Maid RPG scenario to enter into Fight On! magazine’s contest. The rules say that entries have to make use of Otherworld Miniatures‘ products in some way, but otherwise they can be for pretty much any game. And Maid RPG has already gone to weirder places than involving Pig-Faced Orcs. The due date for entries in July 20th though, so whether or not I can even write something up depends heavily on what’s going on with work and whatnot.

h1

Maid RPG Update 3

May 4, 2008

There are a lot of people who’ve helped make this project possible. Andy Kitkowski is the most obvious and important, since he’s doing pretty much all of the business side of things (me being so helpless and useless with that stuff). Ryo Kamiya not only designed the game, but has been really awesome about answering my questions. My good friend Mike S. has been evangelizing the game, and offering help in the form of editing and suggestions.

One thing that deserves special mention at this point is my Eee PC. I bought a green 2G Surf a few months ago at Micro Center (the only place in town that actually had them in stock, and just the color I wanted too). It has let me work on Maid RPG on trains and buses, at friends’ houses and at school, and (while the battery lasted) during yesterday’s power outage, sitting on the front porch as the sun set. It runs on a variation of Xandros Linux, and I’ve been typing stuff up in OpenOffice Writer and using Gjiten (which I’m finding to be a brilliant little program) to look things up. Also, I don’t think I’ve ever owned anything that was quite that much of a conversation starter. While I was using it at a local Starbucks (to work on Maid RPG, naturally), not less than six people asked me about it in the space of an hour. (And one guy jokingly asked if it was made by Hasbro) .

Right now I have about 30 pages of scenarios to translate, which comes out to six scenarios total. Just this morning I finally finished translating the very last scenario in the very last book, “Liberty: The Final Maid Maiden.” It’s epic, both in terms of its story and its size (12 pages, which is about 3 times the length of a typical Maid RPG scenario), and it takes the tropes established in the game and renders them on a worldwide scale.

In the year 20XX the “Maid Hazard,” a mental waveform sent through the internet blanketed the world, and caused a forced an evolutionary leap in a significant portion of the population. Countless people, men and women, young and old, became young, beautiful Maids. The Maids possessed superhuman abilities, but needed Favor from normal humans (Masters) to function. That’s just the start of the 50 years of the A.M. (After Maid) calendar covered in the back story. By the time the scenario actually begins, it’s the year 50 A.M., and the few surviving Masters are desperately seeking a way to stop the machinations of the tyrannical Maid Empire, lead by the Final Maid, Eve. The PCs are “Alternative Maids,” Masters who don special “Alternative Maid Suits” to gain the powers of Maids without falling under the Final Maid’s influence.

Anyone who knows the kind of fiction I write can tell you, this is the kind of awesomely screwed up thing I would think of. I seriously want to put together a prequel scenario about people enduring the Maid Hazard and its aftermath.

Lastly, in response to some questions asked, Andy has posted a bit about how and where we’ll be selling Maid RPG in the comments of Update 1.

h1

Maid RPG: Update 2

April 29, 2008

Progress Report
At this point I have eight scenarios left to translate, and after that the project is pretty much in other people’s hands until GenCon. Ideally I need to get this done within two weeks or so, which means there’s something of a silver lining to the fact that my hours are becoming spotty to nonexistent for me crappy day job. After going through enough text to fill a largish novel, I’ll be entirely too glad to be done with this project.

That’s partly because it means I’ll have time to work on my own RPG projects, and partly because I’m looking forward to actually being able to play Maid RPG again, and enjoy all this material I’ve translated. I’m already picking out some scenarios and such to run with my friends. For that matter, every time I’m stuck away from my computer, I keep thinking up more and more original material for the game. I’m not sure I want to go to the point of actually putting together a book though. It’s possible, but it’s a long way off too.

Butler RPG
Anyway. There was a thread about Maid RPG on 4chan’s /tg/ board (if you don’t know what that is, you should probably stay away). There seem to be a fair number of people who are into butlers (and hey, they do have a few butler cafes in Japan), so I might as well tell you about the butler rules. Butlers are an optional character type, and as group of PCs can only have one butler. The butler has much higher attributes, but (1) automatically loses opposed rolls against the Master or maids, (2) must spend Favor to remove Stress, and (3) cannot spend Favor on Random Events. The “Maids at the End of the World” replay features a butler character, and demonstrates how although the rules theoretically limit how much they can cause chaos and such, they can still be part of the total wackiness of the game.

Seduction (Or, How To Cause Trouble)
The first supplement of the Japanese version is called “Koi Suru Maid RPG” (Maid RPG In Love). The Seduction rules are one of the main reasons it’s called that. These let characters make rolls to emotionally dominate others. If you seduce someone you can give them orders, but they can gain Favor and remove Stress through romantic activities with you. And that doesn’t prevent them from seducing you back. Calling “Seduction” was kind of a compromise. The Japanese word used is closer to “enticement,” but where it’s heavily used in some scenarios it can be bent into forming an emotional attachment in general. Based on the replays, it’s the kind of thing that would make some people uncomfortable, but it can also make life a heck of a lot more interesting.

Demo Games
I’m running two registered Maid RPG events at GenCon Indy 2008, one on Thursday (which still has 3 slots open!) and one on Saturday (all full). I and a couple of my friends who will be coming plan on running some more sessions at Games On Demand (something you should check out anyway if you’re attending). I’m also in the process of signing up to run a session at Anime Expo 2008, and if there’s interest I’ll be running a session or two at FanimeCon’s open gaming area. If you’re attending any of those, let me know if you want to play. :3

(Also, my friend Mike is planning to run it at KublaCon).

h1

Maid RPG: Update 1

April 25, 2008

Welcome Back!
This is where I have to go all-out to get the translation of Maid RPG done in time, but I’m pretty confident I can pull it off, maybe even with time to spare. The last post on the game generated a heck of a lot of traffic, without me really trying to get it linked anywhere myself. This is all pretty exciting, especially when I look back at just how much I’ve now translated. Doing all three of the original Japanese books doesn’t look nearly so insurmountable anymore. In any case, I’m going to be posting about different aspects of the game leading up to its release.

Scenarios
You seldom see adventure scenarios in Western RPGs, so I have a hard time making a properly informed comparison, but I have noticed that Japanese RPGs are more likely to include at least one or two scenarios in a core rulebook, and Maid RPG adds a total of 15 in its two supplements. Compared to the very few I have read (like Gold Rush Games’ incredible Shiki collection for Sengoku), the scenarios I’ve translated for Maid RPG so far seem very constrained. They map out a very specific role for the maids in the story, such that you could easily make a flowchart of the events of the scenario. I suspect that in actual play it’s not quite as stifling as it sounds, but it’s definitely more constraining than your average Western gamer is used to. I would compare it to certain indie games, like The Shab-al-Hiri Roach, in that you’re forced to do certain things, but you get a heck of a lot of freedom within that context.

Regardless, there’s a huge variety of scenarios, from throwing a birthday party to battling other maids for the fate of the world. In between are a tokusatsu hero, a murder mystery, shrine maidens fending off an evil god, a marriage contest, a case of amnesia, and more.

Costumes
Of the many optional rules in the game, my favorite is definitely the Costume Change rules. Maids can spend Favor to cease being a maid, don a different outfit, and take on the role that accompanies it. Maids who change costumes lose their Maid Powers, but get some new powers related to the costume. This covers professions (doctor, secretary, scientist), fetishized outfits (school swimsuit, school uniform, nurse, shrine maiden, etc.), and anime references (plugsuit, Mobile Suit costume, tiger-striped bikini with horns, etc.)

h1

Maid RPG Is Coming

April 16, 2008

With love to all of the Masters...
Maid RPG is a role-playing game designed by Ryo Kamiya and published in Japan by Sunset Games. And, with some substantial help from Andy Kitkowski, I will be publishing an English translated version. We’re aiming to release it at GenCon Indy 2008, and I’ll be posting full details as we get closer to the con. Although we hadn’t really planned it that way, Maid RPG will be the first ever Japanese RPG to be released in English. However, Andy will also be releasing a demo version of Jun’ichi Inoue’s Tenra Bansho Zero.

In Maid RPG, the players take on the role of maids who serve a Master who lives in a mansion. That’s the basic setup, but what ensues is often an excuse for the most bizarre chaos imaginable. This is a game that embraces randomness. Characters have random Special Qualities, ranging from Freckles and Glasses to Stalkers and Cyborgs. During the game, characters earn points of Favor by pleasing the Master, and one of the things they can spend Favor on is causing Random Events.

The English version of Maid RPG is going to be a compilation of the core rulebook and both supplements from the original Japanese version. That means it’ll include not only the core rules, but optional rules for butlers, randomly generated masters and mansions, seduction, costume changes, and special items, plus a grand total of 17 scenarios and three replays, and more besides.

You might be tempted to think that Maid RPG is the kind of thing you’d put on the shelf and never play, but I can say from personal experience that it is a perfectly playable (if very weird) game. It has the potential to become very twisted (though you can use it for light romantic comedy too), but it’s a lot like an anime version of Toon. With everything we’ll be packing into the English version, this one book will be able to provide months and months of gaming. You can even play it “random style,” and do everything off the cuff to kill time.

We’ll be launching a Maid RPG website next month! Stay tuned for more news!

If you have any questions about the game, feel free to comment here.

h1

3-Hit Combo!

April 12, 2008

Shatter The Wall Between Zero and Infinity!
I’ve well and truly gotten started on my fighting shonen manga RPG. I’ve tentatively titled it “Zero Breakers” (zero like “wandering the void between zero and infinity” and like Yaruki Zero Games). I’ve mostly been typing up the stuff that was already in my head and my notebook, but it’s going pretty smoothly so far. Assuming it doesn’t manage to completely come apart at the seams, I think I may be on the way to designing my dream game. And I think it’s starting to look more and more like a diceless technicolor cousin of Dogs in the Vineyard. OTOH I think it may actually turn out to be a great game for playing online (which I’ll definitely have to try once it’s ready).

And incidentally, I just found out that Christian Griffen is working on a somewhat similar game, called Anima Prime. I’ll have to find time to read through it, though from a casual skim its overall approach is a bit different from Zero Breakers (it uses dice for one thing).

Breaking Molds
Adventures of the Space Patrol has been kind of an unusual project for me in that while I have a certain look and feel in mind, and although I’ve certainly been putting all the B-movie cliches rattling around my noggin to good use, it’s not particularly based on something from another medium. I’m wondering if I haven’t been too beholden to source material in the past. AotSP has been an unusually easy and fun project to work on, though it helps that the rules are like a mashup of FATE 3.0 and Yuuyake Koyake, off the shelf components rather than all-original stuff. Of course, I get so much inspiration from outside sources that I wouldn’t dream of abandoning that approach, but I think I need to be more able and willing to come to projects from other angles. This is especially true considering that I tend to latch onto a genre and spend an inordinate amount of time (and sometimes money) immersing myself into it. The number of hours of sentai I’ve watched for Tokyo Heroes is literally well into the triple digits, for example. AotSP could easily have had me trying to absorb and imitate endless hours of Buck Rogers and Commander Cody, and frankly there’s something to be said for not having to spend that much time, however enjoyable, to get things done.

Interstellar Skulduggery!
I have, however, started reading the Lensman series. It’s basically the first space opera epic, and the earlier parts of it came out in the 30s. So far it’s rip-roaring pulpy sci-fi action with dastardly villains, square-jawed heroes, and lovely damsels in a universe of ancient aliens and sometimes literally world-shattering technology. I really want to know why it was allowed to go out of print, though on the plus side I was able to get a hold of the books for relatively cheap. There was a GURPS worldbook for it (and for the longest time I never knew what it was), but I’d love to see a treatment of it with SotC or similar some time.

h1

Role-Play This! Paul Robertson Animations

April 11, 2008

What Is It?
Paul Robertson is an Australian artist and animator who favors pixel-based art in a distinctive manga- and video game-inspired style. In addition to a host of random pictures and animated gifs, he’s completed a number of animated short films, most recently the 15-minute epic “Kings of Power Four Billion %.” These show of his amazing talents and awesomely twisted sensibilities.

Above is the trailer for KOP4B%. Below are links to all of the full videos I could find. He’s apparently working on a compilation DVD, which I want entirely too much.

(And incidentally, PersonaSama also does some great stuff, God Slayer being my favorite so far).

Mechafetus Visublog

Why’s It Awesome?
When me and my friends first saw Pirate Baby’s Cabana Battle Street Fight 2006, we quickly concluded that any video game company that didn’t want to hire the creator as an art director must be goddamn stupid. Robertson works wholly with video game style sprites, but he very deliberately subverts the medium. Pirate Baby has two heroes climbing the levels of a building fighting zombies to rescue a kidnapped girl, and along the way they face things like a giant octopus clutching four nude zombie women that vomit horrible insects as a means of attack. The heroes retaliate with super attacks featuring the ghosts of dead mosquitoes, the soldiers from Predator, and Christopher Walken. Kings of Power takes this to the next level, where the final attack requires the rebirth of the New Ultimate Jesus, and then the little girl from space… I don’t want to spoil it, actually. But there’s definitely nothing quite like it.

Gaming It
The other day Filip started this thread on Story Games, asking how to role-play Devil Eyes, right in between when I had decided to do the next column about Robertson’s stuff and when I got started writing. Anyway, the way I see it, there are three ways to structure one’s fundamental approach to this:

1. Traditional RPG
Run it as a traditional RPG. The GM has to be a very strange person, capable of hurling an endless stream of strangeness at the players.

2. Collaborative RPG
The idea here is that the game serves as a structure for the entire group to throw out the most insane things they can think of. The most obvious model for this is Jared Sorenson’s octaNe, which wholly hands over narration to the players at times. (Though I’d be tempted to add “Guro” as a Style…)

On a similar note, in the aforementioned thread Johnstone suggested what to me sounds like an RPG version of 1000 Blank White Cards, where each player draws weird things on cards, which become the basis of the game. There are two artists in my gaming group, and one of them likes to draw something basic, and then pass it around the room for people to add whatever details they want. To make that approach really work I’d want to corner all of the artists I know (four in all) and coerce them into playing.

3. Meme-Rich RPG
One RPG I’ve got on the back burner is Moonsick. It’s consciously based on Superflat aesthetics, with little girls going down to a radioactive Earth and becoming horribly mutated (and sometimes mutilated) while “onii-sama” (big brother) watches. The game uses cards to establish scenes and introduce mutations, and thus introducing pre-defined memes into the fiction is at the heart of what the game’s rules do. This is the approach that’s perhaps most in sync with how a video game works, and with something like cards you can have the visual elements readily accessible to the participants (which is a big part of why I went that route with Moonsick).

In any of the above methods, there needs to be a rule for doing a final super attack where you take a bunch of the cards/pictures/elements you used before and combine them into one spectacular, climactic orgy of violence.

h1

More On Fighty Manga

April 6, 2008

Rob’s comments on my fighting shonen manga post, coupled with this thread on S-G have me thinking more about fighty manga and RPGs in general. I think in manga especially, fights are less about combat power, or even who wins or loses per se, and more about the costs and consequences that flow out of those things. Stories, especially melodramatic shonen manga type stories, have a certain flow to them, and a game that really wants to simulate them needs to be less about hitting or missing, and more about what kinds of consequences flow out of succeeding or failing.

I have no doubt whatsoever that there are people who like game-y combat in their role-playing (I mean, D&D. Yeah.), but while running my current campaign with OVA, I’m finding that the consequences of a given conflict are the more interesting part, for me at least. If a bad guy shows up and gets offed with little trouble, he might as well not have come at all. When the ship’s AI turned on the crew, and left Aleph severely damaged, Caden with one arm, Nameli with two out of five children dread, and everyone homeless and generally shaken up, it was what will likely be one of the more memorable moments of our involvement in the hobby. Whatever the outcome, the process of rolling to hit and to dodge and figuring damage and such just doesn’t interest me all that much, especially when it holds the threat of PC death. Danger can and often does make things more interesting, but in terms of playing a game around the table, having a dead PC is more often than not one of the most boring things that can befall a player, since (as noted in Nathan Paoletta’s recent blog post) the player’s input into the game drops to zero. Conflicts with fallout have less worry about deprotagonization and the incentive of making characters more interesting and (for this genre) possibly more powerful. (Plus fighting shonen manga characters hardly ever get around to dying for whatever reason).

Although it’s tempting to conclude that in anime a hero with sufficient motivation can accomplish just about anything, at least in the fighting shonen manga mode it’s more than a character has to have his motivations properly lined up in order to use his full power, and that power is what lets him turn his passions and principles into reality. As over-the-top and melodramatic as it is, the characters in Naruto have to find ways to use guile, cleverness, and sometimes sheer boldness to have any chance against what it otherwise a superior foe. However much Naruto wants to beat Neji for Hinata’s sake, just wanting to do it really badly isn’t enough. He has to put everything on the line, risk using the power of the Kitsune, and pull off something incredible with the Kage-Bunshin no Jutusu.

This means I’m starting to really see the shape of the system I want. In a conflict you would compare power levels, and commence a back-and-forth to try to push the advantage to one side’s favor or the other. The relative power levels determines “Standing,” which can go anywhere from a deadlock to a crushing defeat/overwhelming victory. In the end, both sides have to face a possibility of some kind of fallout, which can in turn create plot complications, from simple injuries to broken swords to a lengthy quest to prepare for a rematch. I’m thinking the final difference in power levels would become a pool of points that the two sides take turns spending on complications. (So that it’s in the player’s interests to come up with big but interesting complications so the other side has less to spend).

Characters would have a Resolve rating that could be helpful or harmful if it gets too high or too low, but its influence would be small compared to actual ability (unless a fighter’s Resolve gets completely broken and he loses the will to fight). I haven’t gotten far enough to decide on whether or not to use dice, but I know that randomness won’t intrude on the core of conflicts. There might be dice rolls for, say, trying to affect the opponent’s Resolve, but even that doesn’t feel quite right to me. I’m thinking there should be some kind of currency, as it would be helpful for moderating the flow of meta-game effects and character growth.

That still leaves a lot to figure out in terms of how to structure gameplay, how characters advance (for this genre they’ve got to be able to make major jumps in power level at times), and of course how to handle things that aren’t epic conflicts. And a name for the game itself. But I do think I’ve now passed the single biggest conceptual hurdle.

h1

Role-Play This! Oh! Edo Rocket

April 4, 2008

Oh! Edo Rocket RPG
What Is It?
In the past, anime series were mostly either original or based on manga. More recently, there have been more titles based on light novels (Haruhi Suzumiya being the most notable). Oh! Edo Rocket is based on, of all things, a stage play.

In it, the average people of Edo are being oppressed by the government’s prohibition on luxury items, but fireworks maker Seikichi Tamaya intends to keep honing his skills. The magistrate’s special agents chase after “sky beasts”–strange alien visitors–but it is a difficult task to say the least. Then, Seikichi is visited by a strange girl who wants him to make fireworks that can reach the moon.

Why’s It Awesome?
First of all, Oh! Edo Rocket has a very unique style. The character designs are strange, but very, very iconic. The backgrounds look like woodblock prints or calligraphy paintings. The background music is mostly big band jazz. The story moves at a hectic pace, and the absurdity of it all is counterbalanced by the brutal reality of society (such as how the local policeman beats Seikichi, who in turn can only prostrate himself and apologize), and the string of murders plaguing Edo.

The show also makes a very conscious and calculated effort to break certain rules. The characters relentlessly break the fourth wall, and anachronism is likewise constant. Not only is Seikichi trying to put Japanese fireworks into orbit, but televisions, vacuum cleaners, and so on pop up in iconic places, though the characters are quick to object that “This is supposed to be a period drama!”

Gaming It
Oh! Edo Rocket is a fast-paced action-adventure kind of story with lots of twists and turns, and many characters with dark secrets. To cover that angle, I would lean towards something awesomely cinematic, like Spirit of the Century, or character drama oriented like Prime Time Adventures, though the right group could do it just fine with something like BESM. A particularly whacked-out new Oracle might turn In A Wicked Age into the right tool for the job too (the show’s “Men In Black” have some interesting and Unique Particular Strengths).

Breaking the fourth wall in an RPG is a strange proposition, considering the fourth wall implies an audience. The characters of Oh! Edo Rocket make enough references to animation cels and such that it’s hard to imagine capturing the show’s charm without some equivalent. Granted, the characters can seldom use that to their advantage per se, so it could be a pure role-playing thing that the characters occasionally get to talking about their character sheets or dice rolls. Video games do that kind of thing all the time (”Van, what’s an inn?” “It’s a place where you restore HP and MP..”), albeit usually for a specific purpose. Create and useful foruth wall breakage–being aware of other scenes, peeking at someone’s character sheet, etc.–could fall under some kind of drama point mechanic too.

Next Time: Paul Robertson’s Animations

h1

Assorted Things

March 29, 2008

So, apparently Malcolm Sheppard has decided to pull the plug on Opening The Dark, for some reason or other. Although strictly speaking I could still use it since it’s OGL, I think I’m going to stick with my original plan to use a ST-ish Fudge variant for Catgirl: The Storytelling Game.

A Certain Japanese Game I’ve been translating will hopefully be moving forward very, very soon. I will have news on it as soon as I am able to reveal such to the public. It’s gonna be neat. :3

For Adventures of the Space Patrol, I basically have the entire outline of the game figured out (it helps that most of it is made from stock parts, after all), though there will no doubt be new challenges popping up as I go along. I had to go in and give some more thought to the selection of archetypes, and finally settled on seven:

  • Atomic Ranger
  • DroidBot
  • Plucky Kid
  • Galactic Spy
  • Space Trooper
  • Astro-Jockey
  • Altarian Engineer

The trick was to focus on what core roles to cover, and then to give them appropriately spacy-sounding names. I’m probably going to write up an appendix, PDF, or whatever of bonus archetypes (Cat Princess, Martian Barbarian, Pleiadeian Mentalist, etc.). More on all that as it comes along. In the meantime, here are some examples of the awesome artwork that so inspires me: