Oresti Avlonitis Oresti Avlonitis

Here we go

The hard part is always starting.

The hard part is always starting. Staring at that blank page, that sniveling little cursor just sitting there, blinking, taunting. It’s got nowhere to go. It’s got nothing to do but wait for me to start typing. So it sits there, just blinking. Keeping it going is also hard, though. And don’t even get me started on conclusions.

So here’s the plan for this first post: I’m going to say some things, list out some big and important ideas, maybe there’ll even be a teaser. What I’m not going to do is explain myself, because what’s happening here is unjustifiable.

Battery well of the Whalefall

A battery well, Third Fin, Whalefall. OpenArt

D10 dice pool. Skill specialization. Non-linear, phase-based, space-race, head-case combat. Carpooling.

Want more? Yeah I can give you more. Techno-organic modifications. Post-human evolution. Chest cannons. I’ve been Disco Elysium. I’m all clever writing and snappy dialogue until the high wears off.

Horrific neck tie, disco elysium

It’s all about the horrific neck tie.

Jokes aside, my vision for this game is part examiniation of the fragility of the human body and mind, part adventure into the chilling unknown. The core concept that will make this game work is the balance of systems. What this means is that each player character should have enough to do at any given time, with regards to abilities and actions, to feel like they can do something, but not so much that their thinking time forces a lull in the game.

I’m building out the site now to include pages for all the different systems and ideas. For the time being, I’m going to try to introduce new portions of the site with an accompanying blog post explaining my thinking and rationale.

I promise future posts will be more content heavy. I cant promise there will be less bullshit though.

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