Looking back at my update 6 plans, they ended up much more ambitious than I had originally thought. When I decided to pivot to the major restructure that update 6 ended up involving I was only halfway through the Colony: Sub/title: design (which has been released as an ashcan release in largely the state it was in at the time), and the amount of work required to do the restructure is significantly less than the work required to finish C:St: let alone create and release any of the additional supplements I’ve been planning (for some time now - looks at EHO).
So let’s dial it back for update 7.
I’m going to concentrate on getting the edges smoothed out - the second half of my response to the Throne of Salt play through that resulted in the restructure. This is going to involve a lot more play testing - which is extremely time consuming - but should result in a cleaning up of rules in many places which are likely a little jagged at the moment.
I’ll also finish off Colony: Sub/title: and the revised This Space Intentionally - making the later into a trading/economics simulation focused supplement in the style of Elite but concentrating on the few trade goods that the game sets up as being valuable enough to trade.
One thing I suspect I’ve done in making Sixty Years in Space a minimum lovable product is thrown the baby out with the bathwater: in the sense I’ve probably stripped back what defines crew and personnel too far.
So I’m going to reinvestigate Outlooks or some other variation of traits to help define your crew and Mission Control staff with a little more detail. This is likely going to be heavily inspired by the triple-O approach to solo games, which Cesar Capacle writes about on his blog: https://capacle.substack.com/p/playing-solo-rpgs-as-the-gm. The system he talks about is going to be released on backer kit with a lot more detail and, as an inexperienced solitaire player, I look forward to trying it out.
