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Finally! Them faction missions are something that puts each of the factions into perspective a lot better, and usable as story hooks even if PCs are not the ones performing them: but I'm sure you got a lot on your plate right now, no need to rush any of this, I paid for "A" copy, not a monthly magazine subscription, any of the updates you're giving are completely free of charge for us who already purchased it. Getting some small expansions as independent books without them being all over the place can be a challenge, but can also be a better way to sort the books out. The Robot Expansion, for instance, can definitely be placed as a lower priced standalone booklet. It serves no major base building (or facility building in AFWW for that matter) purposes, but is so important in expanding the necessary equipment to bridge that gap between Survival Equipment and ship Components I wouldn't do without it.

By the way, I really need to re-read ALOZ, I think part of the reason for low sales "could be" that this is essentially End-Game content, at least until Phil Eklund releases a thousand expansions for Interstellar and make it another High Frontier 4.

I know you say it's end game content, but A Lot of Zeroes is designed as an introductory game to the series and has much simpler rules than its prequel.

This is a paradox of the whole series of games. For the most part -- (A)-Base (D)-Landing excepted -- the complexities of space travel and colonization get simpler the higher the technology level is. I am flirting with releasing A Facility with Words and Colony: Sub/title as standalone games for this reason -- both have their own character generation systems and I could introduce a different action resolution system that makes sense for each of them (if you think about it, the fast combat resolution in AFwW already is that).

But then I end up in a situation where I benefit from writing an SRD that has the rules common to all games, but the SRD won't have character generation or action resolution mechanics in it which just feels incredibly weird.

I think I know how to square the circle on this and CSt might end up being the first rules I try this with.

(1 edit)

I was going to write something about how SRDs not having common character generation systems and actions are quite common, drafting a list of TRPGs while doing so, and then I realized the examples I'm supposed to be referencing merely shares the same setting, rolls the same dice, and ARE standalone games... yeah I'm kinda lost on this one also.

(they actually do share the same actio resolution system, but half of them are roll over, half of them are roll under, and then there’s A Lot of Zeroes which ultimately doesn’t care and so the SRD system version of this just ends up being extremely confusing to read).