Archive for July, 2022

Another ‘Through the Void’ Map

July 16, 2022

I’ve recently completed a couple more commissions for Through the Void. This is one of them, as a preview for what will be coming out when the whole game is published.

These are in a similar style to the Lunar X1 base from earlier this year. They want to have a consistent style, so working with the same artist for all the maps helps with that. The greebling that helps define the walls also gives it a characteristic that I haven’t seen in other maps, and I think it works well for this series.

As just the map maker, I know only a little bit about these places when I draw them. I’m given some information about the spaces, but I don’t have a complete adventure text, so the collaboration is somewhat at arm’s length, though they seem to work out pretty well.

The airlock and landing bay is at the left. Other labs and containment areas throughout the complex. This one also has a set of vents which provide an alternate way of getting around and bypassing certain rooms or spaces. The one additional note I was given about this complex is that it is an orbiting space station over a planet of storms (a la Solaris), so that was what led to the swirled background surrounding the map.

Further Ship-Crawl Notes

July 10, 2022

The rough draft, now called The Shipping Forecast, has been updated in itch.io with a section about Wealth and Ships. This is all still very preliminary, and thinking aloud (on the page) to work out a system for handling ship exploration and trade in a fantasy/medieval kind of setting.

I’ve been stuck with thinking about how it might work, and realized that, instead of trying to think it into place, I need to come up with a rough draft for it, and see how it works and where it breaks, and then revise as appropriate. But I’m not going to come up with the perfect system on the first pass. So this is an initial, rough, almost certainly broken system. But let’s see where it breaks, and what might make it better.

Wealth (as a ship stat) is influenced by the Wealth characteristic in d20 Modern SRD, and similar kinds of abstracted models in place of pure total tracking. But in this system, Wealth applies to the whole ship and crew, not just to a single individual. There are also several measures of Wealth and Treasure that all pertain to different facets of the assets and profitability and condition of the ship and its crew.

I’m also thinking about information as an economy. Getting intelligence about an unknown place that you’re planning to travel to can be very valuable. And trading information gathered from previously unknown places you have been to can also be as valuable as the goods you’ve brought back.

There’s not enough there yet to call it complete, or even testable, as yet, but there are some additional notes I’ve collected in the past couple weeks, and I’m working on pushing this to a testable framework.


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