Jupiter Sovereign: Refining the Setting

in jupiter-sovereign •  6 years ago 

So I've been thinking about how to get Jupiter Sovereign from a passion project to a published product, and it's become clear to me that some things have to be done to get the game moving toward a state where it can be committed to.

Originally my idea was giant robot alchemical transhumanism, and I really like that as a setting concept.

However, I don't think it's going to work for a single game. I've always wanted to dabble in a tactical ruleset, and I think I might try spinning off the giant robot part to a separate title.

Part of this is wanting Jupiter Sovereign to be much more focused and clean, and the ways I've looked at implementing Gigantes are not going to accomplish that goal.

Right now Jupiter Sovereign is shaping up to be a very high octane semi-abstracted storytelling game.

I'm just not sure how layering a level of abstraction in complex vehicle rules helps that, but if I don't have vehicle rules it doesn't make sense to encourage a character to have a personal Gigas.

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I think that's a good idea because having giant robots fight each other would need some bigger rules (at least for me) because there are many important things like a bit more complex battle mechanic, how to construct them, different parts and "toys" for them, all in all a little bit like mechs from battletech.

I don't know that it necessarily needs a whole lot of complexity, but it needs less abstraction. Being very abstract works really well when the primary conflicts are not between players, since you are telling a story. However, in Jupiter Sovereign players can be incredibly powerful, and part of the reason why we don't care about any realistic simulation rules are that we care about the end rather than the means: your psion who can disintegrate things with his mind is definitely going to destroy that door, but it's a question of whether it'll cause backlash or corrupt him that matters.

I actually was working on a game system for a wargame back when I was working on a setting called Legacy of Eight (as many of my other settings seem to be, it was a transhuman science fantasy setting), which was intended to have a rule-set that supported interoperability between a wargame, tactical boardgame (picture the DOOM boardgame), and roleplaying game. It was not really ever something that came to fruition, but it could actually be interesting. At the very least it involved brainstorming some tactical ideas.

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