After the absolutely self-indulgent episode 19.5, which was completely unnecessary for everybody but myself, it’s high time to get back to the playtest. We have projects to pick up, scenarios to plan, contacts to contact – and, I suppose, a hacker to add to our growing faction.
This is not an episode of the playtest. It’s two people talking. But it’s been two years since I created a PC with a single backstory hook of finding her missing sister, and this meeting was imagined a hundred of times. You don’t have to read it. But I needed to write it.
Remember when the Scenario Consequences have told me that ALOHA is about to blow up Cutters’ operations in Hawai’i? Let’s deal with this, because Tomorrow is not going to so easily resign from her most convenient way of getting her sister back – as Wheeler pointed out, using Cutters’ smuggling network is exactly why she got involved with them in the first place. And she really is hopeless when it comes to sunk cost fallacy.
As far the the Project Aphelion playtest goes: welcome to the Faction Interference rules!
Welcome to Project Aphelion‘s solo playtest, in which I have an exorbitant amount of fun stretching, twisting, and adjusting the mechanics (they still hold) – and making my PC miserable (she also holds quite well). In this episode, we’re planning, plotting, dealing with dragons, going on trips, and enjoying the fact that we have two people in the Crew.
Life hasn’t been particularly fun for Tomorrow lately – it’s high time to take a break and zoom out, think strategically, plan alliances, and see what’s new in the world as we move to another month! Project Aphelion playtest is going great, Tomorrow’s life a bit less.
Hi there! Happy Yule! I have a bunch of not-at-all-holiday-connected things in this episode. You get a good look at the idea of balancing and quid-pro-quo in Project Aphelion rules, there’s blood spilled, and important things happening in the background. An obligatory content warning about that blood, though. Nothing terribly graphic, but if it’s your thing, you may want to skip the Scenario narrative.
In this episode, you get so see one of the coolest solo tools in action and the emergent gameplay they create in Project Aphelion. The mysteries are solved, the investigations finished – and there’s nothing left for us to do but watch the fallout.
This is me, making sure my PC is miserable and struggling as I’m testing Project Aphelion‘s mechanics in the solo mode. If we were to apply a standard story structure, I believe we have just reached Act 2. You know what happens in Act 2. Read on!
Welcome to another episode of my Project Aphelion solo playtest! This time, there’s nothing but fun, joy, intrigue, backstabbing, trade negotiations, increased sense of paranoia, and a pile of cool things. I assume – I’m writing this entry before moving on with the game. But this is what I expect after the whirlwind and twists of the previous Scenario!
Hi and welcome to the Project Aphelion solo playtest! This time we’re getting prepared for the first heist of the campaign, we’re making a second character, introducing new mechanics, and showing off how teamwork works! You wanted a proper heist RPG? You’re getting one.
Welcome to another episode of Project Aphelion‘s playtest, in which I’m making sure the mechanics work regardless of the world and play style. In the last post, my PC Tomorrow went for a holiday break for a couple of days, taking care of her familiar relationships. If you’ve missed it, give it a read.
Meanwhile, we’re ending the first month of play, starting another, updating the character and Faction sheet, pushing the world forward a month, and checking what did the gods of emergent gameplay bring me as a Yule gift!