Bengt Petter
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Re: What's next (after Colonial Marines Manual)?

Sun 25 Jul 2021, 13:11

I don’t think an underworld supplement has been mentioned so far, but I would certainly love to see one.
That's an awesome idea! Such a sourcebook would add a lot of new nuance and expand the gaming world a whole lot. I'd absolutely pay top dollar for that, sir :)
Thanks, Angelman! I have a couple of ideas for other sourcebooks too. Those that have been mentioned so far, are focused around certain career paths: the marines, the colonists, the explorers, and the truckers. It’s easy to get why - we see them in the movies. They are all more or less in the bottom of the corporate food chain. That’s why they end up in lethal situations.

However, I think it would be interesting with a sourcebook about the rich. There must be people who have enormous resources and are able to access knowledge that is far beyond reach for common employees. Of course, the super rich in a dystopian capitalist system, usually don’t need to get their hands dirty. That’s their big advantage: they have people who take risks for them. But they are for sure involved.

So what I suggest here is a corporate sourcebook, with a focus on the rich and powerful and their dirty secrets. There are already several corporate factions in the basic rules, but the descriptions aren’t very detailed. In a new sourcebook, I imagine a focus not only on the rich and powerful, but also on the people who work more directly for the rich: mercenaries, spies, researchers, servants, corporate diplomats, heist crews etc. They would probably be able to access things that people like the marines or the truckers usually don’t.

A cruisal part of a corporate sourcebook would be corporate secrets and conspiracies. You should both get a number of interesting examples, and tools to create your own. It’s kind of already in the game, but the focus could be more corporate. How money and corporate secrets matters. You can also add some high security corporate facilities where the secrets can be explored. A couple of examples of sites: hidden labs, experimental android factories, newly discovered Engineer ruins and/or spacestations, hidden corporate archives with bizarre alien specimens etc. I would also love to see descriptions of the dystopian version of gated communities: well protected and luxurious residential areas with a comfort others could only dream of. A bit like Elysium in Blomkamp’s movie (I know that it’s not set in the Alien universe).

And in a a corporate sourcebook, I would also like to see some kind of mechanic to deal with an obvious core theme in this franchise: money. The rich can buy and sell basicly everything. Not just spacestations and corporations, but also secrets, specimens, people and entire planets. Top level capitalism should matter in a setting like this. I think it could be possible to create some kind campaign engine to make money matter also from a game point of view. A huge investment could be a true game changer or a start of a campaign. From a game point of view a fortune or a company could be a kind of ”base”, much like the ark in Mutant Year Zero. You build stuff to expand and get to the next level. And while you expand, there will be more problems to solve. You could go from owning an asteroid mine to running something much bigger - or maybe end up in huge debts...

So, just to wrap it all up: the corporate aspect is already there in the game, but not really from an hands on point of view. It’s more like a couple of Wikipedia articles. I would like a more playable approach on capitalism. Rich people and big money are for sure important in our world, and be even more important in a world of dystopian capitalism. What they do with their money and power is a key thing. And it matters to everyone in this setting.
 
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Angelman
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Re: What's next (after Colonial Marines Manual)?

Sun 25 Jul 2021, 18:14

Again, those are very good ideas, Bengt :)

I'd also like some more discussion on interstellar politics and factions, in particular the UPP and other "nations". This could possibly be covered in a corporation sourcebook, though.
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
Bengt Petter
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Re: What's next (after Colonial Marines Manual)?

Sun 25 Jul 2021, 20:14

Again, those are very good ideas, Bengt :)

I'd also like some more discussion on interstellar politics and factions, in particular the UPP and other "nations". This could possibly be covered in a corporation sourcebook, though.

Thanks! The UPP is certainly an interesting faction. It’s also something completely different in this setting. They are by definition not corporate. I actually think that the UPP is interesting enough to be described in a separate sourcebook. Their priorities are most likely very different. They may not have a lot of fancy tech, but perhaps they have reached further out in space than any of the other faction? I imagine there could be a secret UPP star map, five times as big as the map in the basic rule book. It would be cool if they knew a lot more, but didn’t really have the resources to explore what they have found. That would also make a UPP campaign something completely different, reaching a lot further out into the unknown.

I’m thinking of the real world Cold War, where the Soviets had a partly starving population and a lot of people in Gulag camps, but also a huge army and a highly advanced space program. The UPP is probably a dystopian version of that.
 
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uscssrookie
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Re: What's next (after Colonial Marines Manual)?

Sun 01 Aug 2021, 07:51

Is there a post/sticky where Free League takes a "pulse" of what the players might want?

One big thing that I would love to see is a "map pack." They could include things from the Core Manual like Novgorod Station, but also some "generic" settings that could be used in campaign play. Could have packs like "Ships," "Colonies" "Faculties", "Space Stations", etc. Sell three maps for 10 or 15 bucks. Maybe make them double sided?

The maps really add to the aesthetic of the game and players love them. Really immersive.
 
Grimmshade
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Re: What's next (after Colonial Marines Manual)?

Thu 12 Aug 2021, 05:56

But seriously, do we have any idea what's coming next?

Also, why don't the writers comment here on the OFFICIAL forums much? It appears they comment on Facebook more, which blows because I've never fallen into the Facebook trap.

Also, Map Pack is a good idea!
I'd also like a pack of common locations; maps (and details) that could be dropped into any campaign. Something like the station in the Core Book.
 
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ExileInParadise
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Re: What's next (after Colonial Marines Manual)?

Thu 12 Aug 2021, 22:35

Also, why don't the writers comment here on the OFFICIAL forums much? It appears they comment on Facebook more, which blows because I've never fallen into the Facebook trap.
Probably a simple view of "number of members" = reach or somesuch.

Would be better to funnel facebook interest here instead - post here, and link the posts here on facebook.
We live, as we dream -- alone. ~ Joseph Conrad
 
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Angelman
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Re: What's next (after Colonial Marines Manual)?

Mon 04 Oct 2021, 20:59

I just stumbled upon this interview from September 24th: https://www.tomshw.it/culturapop/interv ... ns-manual/


Here's a Gaska quote about future projects: "Heart of Darkness is the next Cinematic Scenario. This will close out the 26 Draconis Saga trilogy of scenarios. After that is the Explorers/Colonists campaign called the Building Better Worlds Handbook, which works off of clues from the Marine book and Heart of Darkness to open a new chapter to the ALIEN saga."
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
Bengt Petter
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Joined: Sat 09 Apr 2011, 11:27

Re: What's next (after Colonial Marines Manual)?

Sat 09 Oct 2021, 16:06

Corporate secrets and conspiracies are cruisal to this setting. I think tools for creating such stuff on your own should be included in a revised version of the basic rules. It could also be avaliable through a PDF. Actually, I would rather have a tool for corporate secrets than what’s now the campaign chapter. The cinematic approach is cool and fits the setting well, but the campaign part could be improved a lot.

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