Let's start with some of my deeper goals.
- The game should teach you how to play a game
focused on emotions rather than actions.
You shouldn't need to bring your own
skill at this for the game to work for you.
- Rising tension and the unpredictability of human
emotion is the only real enemy the players will contend with.
- Double-edged mechanics - ones that work in your
favor sometimes and against you at others
- are an interesting tactical twist.
One of the things that's kept me from doing
this game already is my fear about point 1. I
want to write a game that conveys a specific
experience. I want a game that plausibly approximates
the shifting nature of peoples' feelings.
The uncertainty that I feel is found in this
question: Do I really understand what that is like?
Points 1 and 2 are what keeps me from just writing
a DW/AW hack and shipping. I actually had written
Simple World rules but I
was unsatisfied with them. The main reason is
how I interpret how the World games handle difficulty.
And the way I think of that is like a train robbery.
What do I want out of this game? While this isn't
an AW/DW game, that design vocabulary is useful and
I am using it here.
- The game should be built around emotional resolutions
for a series of specific crises.
- Rules should tell you what's on your character
sheet, or how moves work. All other rules should
- Whenever possible, character sheets and moves should
I've rewritten the astralfrontier.org site from using
Nesta to Metalsmith,
a Node-based static site creator. There's a few
reasons for the transition.