Hey Hey! It’s a new +1 Forward!
This episode is a game-focused episode, and I bring on Rory MacLeod to talk about his new game, Infinite Galaxies, now on Kickstarter!
Timecodes
2:17 – Read a Sitch – One-shot / Con GMing thoughts
7:49 – Open Your Brain – Infinite Galaxies
18:44 – Act Under Fire – Plusbot 9000 on the ice planet of Zoth!
The episode:
http://www.gauntlet-rpg.com/1-forward/infinite-galaxies
The Infinite Galaxies KS:
https://www.kickstarter.com/projects/197523193/infinite-galaxies-core-rules
Honestly, I love how much this system looks and feels like Dungeon World. I see the value of systems doing wonderful things with PbtA and space/future/feelings, such as Space Wurm vs. Moonicorn, and The Veil, etc. But I think there is some good value in just an old-school pulpy space game. I haven’t played Impulse Drive yet so I’m not sure how it compares, but from the starter material I’m liking what I see when coming from this angle.
Honestly, I love how much this system looks and feels like Dungeon World. I see the value of systems doing wonderful things with PbtA and space/future/feelings, such as Space Wurm vs. Moonicorn, and The Veil, etc. But I think there is some good value in just an old-school pulpy space game. I haven’t played Impulse Drive yet so I’m not sure how it compares, but from the starter material I’m liking what I see when coming from this angle.
Downloaded the starter kit for this and I like the feel of it. Space Dungeon World with a bit of Traveller is right up my street
Downloaded the starter kit for this and I like the feel of it. Space Dungeon World with a bit of Traveller is right up my street
Space Dungeon World – yes, I can sell imagine exploring and fighting my way through. Levianthanic space wrecks, hostile base stations and alien jungle planets.
Besides its appeal though by having familiar concepts taken over from Dungeon World I wonder though why certain mechanics made their way over from Dungeon World although not speaking to any typical space opera trope. Like: armour, the stats (why three physical attributes for example?), Fight / Shoot / Defend as basic moves?
I like not to roll on the Help move but I wonder if the bonus especially in the special relationship doesn’t stack up too heavily when combined with the best stat (rolling +4 isn’t really a risk for anybody anymore, isn’t it?).
The idea of the package some playbooks have is very neat. You get three moves for the price of one so to say but on advancement moves from other packages can only be bought one by one.
Space Dungeon World – yes, I can sell imagine exploring and fighting my way through. Levianthanic space wrecks, hostile base stations and alien jungle planets.
Besides its appeal though by having familiar concepts taken over from Dungeon World I wonder though why certain mechanics made their way over from Dungeon World although not speaking to any typical space opera trope. Like: armour, the stats (why three physical attributes for example?), Fight / Shoot / Defend as basic moves?
I like not to roll on the Help move but I wonder if the bonus especially in the special relationship doesn’t stack up too heavily when combined with the best stat (rolling +4 isn’t really a risk for anybody anymore, isn’t it?).
The idea of the package some playbooks have is very neat. You get three moves for the price of one so to say but on advancement moves from other packages can only be bought one by one.