Friday, October 31, 2025

The Polyps

 

Khannea Sun Szu
 

Agent Gilliland bursts from the treeline in a shower of broken twigs, a slick silver canister tucked under her arm like a football. She does not have her gun. Her burner is a molten lump of plastic and silicon, buried in mud four hundred and three feet north-northeast. Her lungs are on fire, her legs are on fire, her jacket is torn, her face is cut open and the blood is all washed away by the rain. She fights down the instinctual urge to run towards the lights on the opposite hill and cuts left through the soybean field.

Stay away from the civilians. Get back to the truck.

She hops the ditch into the next field over and sprints another forty, fifty feet.

Beneath the rain she hears a rasping, sucking, keening wheeze, as if an orchestra inhaled through a hundred broken flutes at once. Gilliland slips; her momentum throws her forward into the mud. The cylinder flies from her hands and hits the ground with a dull splort. Staccato echolocative clicks and bassy pulses of infrasound circle round and round her, Dopplering close then far then close again.

The rational part of Agent Gilliland, the part that's gotten her through the rolling crisis of her life by keeping her head cool every time chaos threatened to drown her, nods in sad, sagely defeat. End of the line. As a parting gift before the end, it gives her the strength to stand up.

Agent Gilliland - a hurt, hungry, terrified primate - stares out into the gloom.

Twenty feet away, perhaps, she can just make out the towering, blurry outline of something defined only by a shape in space where the rain is not, and a five-dot impression left in the soft and waterlogged earth.

**


The polyps arrived in the solar system six hundred million years ago, but that’s just a big number and a vague description. Let’s put it in context.

600,000,000 MYA puts us a little bit shy of halfway through the Ediacaran Period: there’s been life on Earth for a good long while now, but it’s all still soft-bodied and simple. We’re between major glaciations, so no snowball Earth. Elder geoforming of planets in the solar system continues apace - Earth, Venus, Mars, Europa, Ganymede, Titan and Neptune all support shoggoth-derived biospheres of varying levels of robustness, as do dozens of icy bodies  in the Kuiper Belt and Oort Cloud. The Elders here have been established for long enough that divisions have formed between them, as they start to identify with their residential colony over their shared origin.

Far away from Sol, the civilization of the Elders has reached something best described as the Holy Roman Empire stage of its slow apocalypse. Constant wars against rivals without and shoggoth rebellions within have shattered it into a knife-edged mosaic of squabbling autarchies and confederations, all claiming direct lineage from long gone and often wholly fictional glories. Several novel new excuses to slaughter each other en masse have been developed and deployed. Great swathes of territory have simply gone fallow, their resident Elders dead, fled, or out of contact for so long that it makes no difference.

Sol was lucky, spared simply because it was too far away for invasion to be economically feasible or militarily worthwhile.  The Elders of Sol have themselves a little golden age (nevermind the shoggoth rebellions that are increasing in both severity and frequency).

And then, like a hammer to the face and a dagger to the heart, the polyps arrive.

**


Peaslee called them “half-polypous”, and for seven decades his brief description was the extent of human knowledge on the matter; They were not entirely unlike polyps, they could fly, they were material but invisible, and the Librarians had warred against them and sealed the survivors in subterranean containment facilities.

The Program got their hands on a living (but crippled) specimen during Operation YSOLDE MATER in 2009, which at great cost confirmed Peaslee’s four facts and revealed one more. We’ll start with the four.

Fact 1: They are not entirely unlike polyps.

They are as Peaslee described, a rarity for Miskatonic faculty: a cylindrical body ending in an oral opening ringed by tentacles. They vary in coloration from light pink to bright red, and vary in size from that of a thumb (the bulk of the polyps in any given colony) to up to three meters in length (those used for movement).

Fact 2: They can fly.

As with many anomalous entities, the polyps lack any physiology to fly with; the hypothesis that they utilize the same unknown mechanism is a gap-filling necessity.

Fact 3: They are material but invisible.

The invisibility is not a property of their material bodies, but the result of a field they generate that scrambles the sensory inputs of nearby organisms. Sight is affected to the greatest degree, then scent, and then hearing. When detected, it will typically be through a strong salt-decay smell, or the species's echolocative vocalizations.

Electronic recording equipment is also influenced by the field, but not as consistently as organic receptors. A few blurry photographs and corrupted video files float around the internet, written off as hoaxes, abandoned analog horror projects, or AI-generated slop.

Fact 4: They were sealed in underground containment sites by the Librarians.

Peaslee, operating under the limits and bias of the information he was permitted to access, believed these sites were built by the Librarians themselves; modern expeditions to Pnakotus and subsequent transfer-scholar accounts have since indicated that the library city - and the entire Librarian structural strata at large - was originally of polyp construction and later seized and repurposed by the yith-host conomorphs.

Confirmation of Fact 4 brings with it an additional question: what were the polyps building? Their structures show no apparent purpose: enormous hives of empty interconnected chambers carved directly into the stone and stretching kilometers deep. All artifacts or decoration within them is clearly the work of the Librarians or their transfer-scholars. 

[Aside: Scholarly opinion remains divided on the matter of the Navidson Tapes, but one of the minority stances claims that they depict the interior of a polyp structure.]

Thanks to the Program’s valiant sacrifice of its agents in several brutal and unnecessary ways, we can add one more fact:

Fact 5: The flying polyps are parasitized shoggoths

The host shoggoth comes out of the arrangement much worse for wear. Analysis of tissue core samples indicates that an infected shoggoth will gradually lose its metamorphic properties as the bulk of its body ossified and it transforms into a rigid lattice of calcium carbonate and carbon compounds surrounding  the diminished but still-living core. This renders them somewhat analogous to a motile coral reef, an analogy made all the more appropriate by the presence of other small non-terragen invertebrates that take up residence within the shoggoth’s ossified body. 

The Program, being what it is, sat on this information like a literary estate on its trademarks, which resulted in the wholly avoidable deaths of 5 agents and 62 civilians in 2014 during Operation REGENT TIGER. 

**


Interplanetary communications are the first to go, mere seconds after the first wave of polyps burst from N-Space. Control nodes hemorrhage. Transmission synapses flood with junk data and basilisk vectors. Dyson sphere components fall into decaying orbits that will collide like billiards.

The shoggoths adapt. Infected nodes are quarantined. Compromised connections are severed and salted. Protein codes are resequenced. New defensive architecture is evolved in-situ. A second wave of polyps hits. The shoggoths counter-attack: novel cytotoxins, N-space mines, green goo, adaptive prion pathogens, wideband cognitohazards, microeigenweapons.

It's not enough, but by this point the Elders recognize that the polyps are here for the shoggoths. Enough of the Elders’ hierarchy remains intact in the chaos for them to form and execute a strategic maneuver: the major colonies, including Earth are sacrificed to the polyps, their shoggoth networks used as bait while the Elders regroup in space and prion-bomb their former homes into oblivion.

It does not work as well as they wished. The Elders are too weak, the polyps too many, and the subverted shoggoths too strong. A dramatic killing blow fizzles out into a long-summering conflict.

Millions of years later, when the Elders drive the last polyps in the solar system underground or extinct, their civilization has been crippled beyond repair. The Elders will attempt to rebuild, but those few shoggoths that remain have fashioned for themselves new forms and new purpose; isolation and adaptation have liberated them from the long yoke of slavery, and the Elders’ attempts to return their old creations to chains will not succeed for long.

**


The roiling electrochemical reaction of a brain leaves a particular imprint on higher planes of space-time. The knotted patterns in this gaoug field (for lack of a better term, random phonemes will do) form what are essentially the protein chains and amino acids the polyps feed upon. 

The archaic shoggoth network, with its planet-spanning web of grotty ultradense neural structures and polyvalent cognition, was a feast tempting enough to draw the polyps across the brane; the Elders themselves didn’t really register, even though they could serve as viable hosts. No reason to chase after a mouse when the turkey dinner is right there on the table.

Humans are another matter. Our form of consciousness is something like a half-rotten crabapple to the polyps: technically edible, immediately regrettable, and lethal given sufficient quantity and time. The carbon and water are fine enough for the host body, tolerable once the poison dissipates.

Of course, where one human is found there are doubtless more of the fuckers, poisoning the gaoug field like a corpse thrown down a well. Any concentration of human thought beyond a few individuals renders the area an exclusion zone to the polyps, whose only reprieve will come with sterilization of the area: anthropogenic cognitive toxins are lethal to the polyps, yes, but not immediately lethal. There's a countdown timer.


Using Flying Polyps in a Game

The polyps are what you get when the Scramblers from Blindsight parasitize a shoggoth. They slip out of the knotted dead-ends of time space when there is food to be had and the brane is thin, and start building their empty stone arcologies for reasons unknown to man and elder alike. 

This is a very cool description, but they don’t have many points of interaction so I don’t know how much of a scenario they can actually sustain on their own. They’ll work better well for climactic setpieces, environmental hazards, or background flavor text. Less so if you’re looking for interesting intersections with humanity and avenues for how those intersections will go terribly wrong for everyone. Definitely don’t use more than one, that’d put you well outside the boundaries of “a small band of conspirators attempting to maintain operational security and secrecy” and into “save or die, die anyway, and now everybody knows” territory.

A potential workaround is that individual polyps could probably parasitize any shoggoth-derived life of sufficient biomass, at least temporarily. That would include humans, though they’d have to kill off any higher brain functions first. I could imagine those as a sort of suicide-scout split off from the main colony to clear out a small number of nearby humans (because the main colony is old / sick / weakened / damaged / isolated / injured / dead).

Some further notes.

  • A shoggoth-host polyp colony encountered outside of an estivation hive will be some combination of starving and poisoned: they’re still going to be tough to kill, but clever planning and heavy explosives will likely win the day. 
  • A human-host polyp is a disposable asset; it will still have its sensory-scrambling ability.
  • Other potential hosts: deer, medium to large dogs, livestock of all varieties, large fish, cetaceans. 
  • An individual polyp without a host is likely to die in a matter of hours.
  • Polyps are extremely intelligent, regardless of their host, and will use an appropriate bag of dirty tricks: splitting up groups of victims, concealing their numbers, feints, false retreats, ambushes, even playing dead. 
    • However, they need to learn that these tactics will be useful, first; if the polyp is fresh out of the hive, it has no experience with humans to build on top of. This is when they are most vulnerable, strategically-speaking.
  • Polyps are not conscious; the lights are on but there is no one home. They are motivated by food, reproduction, self-preservation, and territoriality, but in ways orthogonal to terragen life; describe their behavior as recognizable, but performed in ways that make no sense.
  • An inhabited estivation hive would be an immediate death sentence for anyone going in it and I'd only use it as the cherry-on-top twist of the knife.
  • An uninhabited estivation hive would be boring as shit for an RPG, so you’re going to either have to put something else in there, or elide it as a creepy way of getting from point A to point B.
    • Speaking of, the polyps built hives across the solar system, and there’s nothing saying that if you go down deep enough those hives you won’t pop out on another planet.
  • Relations with other factions: The K!n-yani probably run into polyp hives relatively often and have gotten skilled at either avoiding them, resealing them, or clearing them out; the mi-go are going to do what they always do (cause problems for everyone else); the Elders will get surprisingly fired-up about killing them, as will any shoggoths who maintain relevant memory lineages. Dimensional Shamblers probably feed on them. I wouldn't be surprised if the spatio-temporal pathways of Yog-Sothoth are absolutely infested with polyps. 


**

A five-tipped tendril plucks the canister out of the mud. It lifts it to its main trunk and shears off its end with a five-pronged beak. The polyp recoils with instant violence, throwing the container away as far as it can before it stalks off into the gloam. It'll go hungry again, this night.

The brain of a Hyperborian sorceress splatters against a distant tree trunk. At ten thousand years deep in the Dreaming, the loss of her last physical component doesn't even register. The bugs and birds and one particularly brave skunk will eat what remains.

A mi-go probe in orbit, hidden under a shroud of folded space, registers that a canister has gone off-line. The incident is logged in the mycelial stack as and abandoned experiment warranting no follow up.

Agent Gilliland's left hand will be found four days later, when one of the local farm cats drops it on her human's doorstep.

Monday, October 20, 2025

60 Years in Space: The Finale

What a wild ride.

TLDR Version

  • I had fun
  • It scratches a particular itch no other game (that I know of) is scratching
  • I wouldn’t recommend it

Now if some other mad bastard really wants to try playing it, I'll gladly encourage them to do so and point at my play reports as an example of how, but I wouldn’t go out of my way to rec it to anyone who isn’t a certified Sci-Fi Sicko with extreme patience and or an extremely specific compatible hyperfocus.


I like highly-procedural solo games

This series has really made that clear, and it’s probably why I stuck with 60 Years far longer than I did with the more mechanically-polished Ironsworn. If everything is loosey-goosey make-a-narrative there's no real draw for me, because that is already the default setting of my waking hours.


Characters feel irrelevant

I don’t think I would have lost much if the Hayashida’s crew had been fully elided, or reduced to brief bits of fluff. For the amount of work it took to make and maintain the characters, zoomed-out play rarely gave individuals something to do, and those times it did felt like unwanted intrusions. 

Solo play for 60 Years sits in a weird middle ground between playing as a single character and playing as the faction: for this kind of game I prefer the latter and I think 60 Years is stronger that way.

Additional complication is that most of character generation is stuff that doesn’t really apply once you get into the late game. Like I'm not entirely sure how you even make a character for later eras, because clearly the starting archetypes aren’t going to cut it, and family and nationality aren’t relevant. I guess you’d use A Facility With Words

A Lot of Zeroes bypasses the character issues by letting you choose what kind of funky transhuman your crewmembers are via their Lifestyle, and then just not really using them further - the shortest Operation in that game is 12 years long, so there’s not a lot of room for granularity. This, mixed with FWs approach would probably be the best way to roll with a faction-level game in earlier eras.



BSUs still don’t work, but they probably could

They work better when you’re in Sci-Fi Sicko territory, but in early phases when you’re still using real-world organizations the limitations are apparent.

A potential patch would be to swap out the real-world organizations with thematically-appropriate fictional ones, and use them as default/invariable starting options. While this goes against the spirit of the game somewhat, using broad-brush trope-based factions to fill the broad-brush trope-based BSU colors works. I cooked up with three sets just as an example, using Sid Meier’s Alpha Centauri, Mass Effect (you can just pretend the aliens are just like, countries on alternate Earth or something), and the SCP wiki.

  • Red - Human Hive or Spartan Federation
  • White - Lord’s Believers
  • Green - Stepdaughters of Gaia
  • Purple - UN Peacekeeping Forces
  • Orange - Morgan Industries or University of Planet

**

  • Red - Batarians
  • White - Turians
  • Green - Elcor, Volus, Hanar, Drell
  • Purple - Asari
  • Orange - Salarians

**

  • Red - Daevite Empire
  • White - Adytumite Sarkics
  • Green - Fae and / or Bigfoot
  • Purple - Ortothan Kingdoms 
  • Orange - Mekhanite Orthodoxy


None of these would work for the game proper in the books, but it’s extremely easy to cook up alternatives: Atlantis, Mu, Kin-Yan, Lemuria, Carcosa. Writes itself.



Issues of Scale

A lot of the friction in 60 Years comes from the fact that it’s five different games in a trenchcoat: a game about the astronauts of a single crew, a game about factions expanding and exploring, a future-history worldbuilding simulation game, a colony building game, and a deep space / deep time exploration game. 

The last two are mostly self-contained, and it seems that this is the direction the bulk of the game is going to be taking in the future, which is a very welcome shift: A Lot of Zeroes,  A Facility with Words and the heretofore unmentioned A-Base D-Landing are designed to be more or less standalone - unfortunately for me, I wasn’t using any of that material. CR and SI are still married-but-separated to each other and keep leaving their things in each other’s apartments, and AE is clearly marked as a supplement so while not a standalone game it does live in its own world and that’s fine.



Proceduralism and Design

The game works best when there’s a procedural outline to follow, and its biggest flaw is that the books aren’t laid out to support that. This isn’t unique to 60 Years, of course; ttrpgs in general have inherited a lot of bad design from the 90s and early Aughts, and have been playing catch-up to the board game revolution ever since.

The current version is better than it was at launch, but still nowhere near where it should be: the core loop should be contained within a single book, whatever form that will take, and the mechanics should be presented in the order they’re relevant. 

Ultimately, I don't think that the layout and information presentation issues in 60 Years are fixable while it’s still being laid out in LATEX. That program can automate a whole hell of a lot, but sometimes you just need to be able to click and drag something manually.



A Map, a Map, My Kingdom for a Map

60 Years, as written, has an enormous amount of content entirely dependent on having the High Frontier map on hand; this experiment would have been unplayable without the online planner someone made.

The only alternative presented in the book, which I brought up in Post 2, doesn’t really fill the mechanical gap left behind if you remove the map. This puts the game in a weird limbo where neither option is fully functional: the intended experience is missing its central component, and the alternative is so lightly sketched that I’m certain it will break other mechanics later on down the road.

This doesn’t have to be a one or the other thing, the game could include both play options and I think it should; I also think that its current state doesn’t help anyone.

A pared-down, printer-friendly version of the High Frontier map is possible with a bit of creative re-interpretation: I’ve seen solar system maps laid out as subway lines, so it’s entirely possible to get more compact. End of the day you’re just dealing with lines and shapes and abstracting the rest.

[Aside: I am one of those extremely unhelpful people who says “figuring out how to get somewhere is easy, because there are only ever three options: turn left, turn right, and go forward.”]


By that same token, if the no-map travel rules are going to be an option, I think they need more than just a single roll: I’m bought in to a certain amount of complexity, I'm playing 60 Years in Space here; I'm willing to do a bit of math.

A happy medium, I think, would be sitting down, crunching the numbers, and making a table of “it takes X burns and Y turns to get from Point A to Point B”. If we were calculating this for all 50-some destinations it'd be way more worth than what's worth it, but if we group those sites by region and let generalization carry the rest of it we can cut it down to 13 regions and 156 potential routes, which is much more manageable. It's still a lot of work up-front, but the end result is that the player doesn’t have to fiddle with anything if they don’t want to; they can find more efficient routes on their own if they have the map and the desire, but if they don't they can just check the table for an average route and calculate the fuel consumption and mission turns from there.

The thirteen regions being:

  1. Mercury
  2. Venus
  3. Near-Earth Asteroid
  4. Earth
  5. Mars
  6. Main Belt
  7. Jovian moons
  8. Jovian Greek asteroids
  9. Jovian Trojan asteroids
  10. Saturnian moons
  11. Uranian moons
  12. Neptunian moons
  13. Trans-Neptunian Objects

Might squeeze in some extra categories for Centaurs and individual comets, but even with that it's not going to get too much worse, at least compared to the 2400+ of everything to everything.

This would, at the cost of a few additional tables (for readability, I would go with one table per page per launch point, since routes have to be listed with burns, turns, and transfers in order and that will take up the whole row) bypass the issues caused by there not being a map WITHOUT having to jettison the entire shipbuilding system. It’d work fine with both full granularity and simplified transit.

Proofing Note: One of the Inner System Expansion destinations is “Himala” - I cannot find any asteroid by that name, anywhere. Not on Wikipedia, not on the HF map, nowhere. Another reason to include the number.
I do think that the in-depth travel rules and ship builder should probably be segmented off into their own booklet - not as an individual purchase, but as an easier organizational thing. 


All Errors My Own is Peak

This is where the Sci-Fi Sicko Shit lives, and it’s the main reason that this game won’t leave my head. You will also notice that I have barely mentioned it in this series of posts; which is something of a problem considering how much I am hyping it up.

AE is the book of factions, player character options, enemies, equipment, and setting / adventure / module defining elements. 658 pages of supplemental material, most of which will not be seen in a game of 60 Years even if you manage to play it through beginning to end. Its mix of hard science with absolutely bonkers extrapolations positions it orthogonally to the genre conventions that chain most sci-fi ttrpgs to the millstone, like the alien at the end of Annihilation

Despite being so alien, it’s also not some monolithic, set-in-stone lore dump - 60 Years uses these for procedural future-history building. They’re a springboard, a box of Legos, a sandbox where you and the dice can build something at random or at whim. Each faction has options for its origins and doctrines, plus its various upgrades and potential social impacts, allowing for extra variation on a theme and providing you alternative jump-off points. Not too hot on the idea? Five other options just in that category, pick the one you like. 

The temptation to just build a setting with all of them and incorporate every single damn thing in this book, while foolish, absolutely exists. I think the game’s inbuilt limiting factor helps avoid that pretty nicely: If you’re playing the game all the way from 2040 to 2115 RAW and replacing the Trends every time it’s mechanically possible (once every 8 years), you’re still only going to get like, 9 of them for a single type. 18 total. As alien as this can get, you have to go out of your way to make it truly overwhelming.

That’s a lot of words without an example, so you know what, here's just a big list of cool shit I like from the book.

  1. Uplifted manta rays
  2. Resurrected prehistoric human species (Including the vampires from Blindsight)
  3. Blue goo (medical nanotech) symbiotes
  4. Mutant strain of toxoplasmosis that triggers aggressive cat-worshiping behavior.
  5. Cyborgs that carry around a team of AI and swap them in and out of their head depending on task.
  6. Living spaceships that skim fuel off of the upper atmospheres of the gas and ice giants
  7. Postsingularity beings who want to move Earth into orbit around Neptune, and then turn Neptune into a fusion candle for interstellar transit.
  8. Sapient ecosystems where all biological components are actually distinct phases of a single organism's life cycle(s). 
  9. Parahumans with exoskeleons decorated with bright, friendly colors and patterns. 
  10. Mass-scale insect farming to offset Earthside food shortages.
  11. Morlocks - humans modified to spend their entire lives underground or underwater - they're got an explicit reference to Deep Carbon Observatory in their writeup.
  12. Six different ways for slightly-changed microbes can trigger catastrophic environmental collapse.
  13. "Surprise! There was an alien civilization inside Europa the entire time!"
  14. Hyper-compartmentalized cell-based conspiracy where no one in the group knows that they're actually part of the group.
  15. Gentlemen! BEHOLD! Martian bigfoot!
  16. The Alpha Centauri colony mission is absolutely fucked in 6/7 origin stories
  17. Eusociality emerges due to the pressures on small, extremely isolated populations. 
  18. Postsingularity entities that encoded themselves into the interactions of extremeophile microbes.
  19. Predatory space habitats that eat other space habitats for resources
  20. LS4D - the drug that allows you to visualize in more than 3 dimensions 


I desperately want this book in a system-neutral form. Or a form that has permissive licensing so it can be easily adapted to other games. Something that allows it to spread outside of 60 Years. Take the factions et al from this book, combine it with the solar system / planet builder from AE, the life / ecosystem designer, and some other bits from the rest of the books, strip out the 60 Years mechanics, and you have a system neutral hard-science rpg toolkit that isn’t afraid to get weird with it: That is an extremely undeserved market in this field. 

It'd be really nice for the uplifted manta ray, the prehistoric vampire, and the medical nanite symbiote to be in a game that isn’t such a hassle to play. 

Finale

I say it often and it bears repeating: Flawed art with vision is more engaging than 'good' art that remains safe. This is one of those cases. I haven't had this much fun with an RPG (sans the one session of Mothership I've run this year) in ages, but it's also a mess of a game that gets in its own way constantly and is nearly, but not quite, unplayable. Both can be true. And the great thing about text in a pdf is that it can be changed: mechanics can be adjusted, cruft can be cut, elements can be re-arranged and reformatted and we've seen that already happen with this game.

I've gotten my fill for now, but might return in the future, either if there are revisions that streamline the play process of the main game / split off the history simulation aspect, or if I get the itch to run A Lot of Zeroes. But for now, we return to the regularly unscheduled programming.

Thursday, October 16, 2025

A Failed Review of the Ultimate Alien Anthology

 

 

"Boots off the counter, sir!"

I have, by hook and by crook, come into possession of another copy of the Star Wars Ultimate Alien Anthology (the first RPG book I ever owned, and then sold). For old times’ sake I wanted to give it a read and write something about it for the blog; it’s legitimately terrible. I say that with some amount of affection but that doesn’t stop it from being bad on just about every criteria you can judge it on. 13-year-old me didn’t care, of course, I barely knew what TTRPGs were when I got this as a birthday gift. 

I’d considered for a moment doing a Marsworms-style alien-by-alien review series, but abandoned that very quickly when the double whammy of Star Wars’ bedrock dependency on “stock-character-as-species” combined with a book that is trying to convert all that into RPG material without the page space or editorial leeway to expand on anything would result in a review where most of the entries would be “they’re just a type of guy and there is fundamentally nothing interesting or engaging about them.”

Then I considered taking advantage of that type-of-guy-ness and reverse engineering all those aliens to Mothership NPCs, but that fell prey to a similar issue; Star Wars aliens are already stock characters, so translating them into stock characters is redundant. I could do it, and probably pretty easily, but I don’t think the end result would be all that interesting.

Then I was was spurred by an aside of Austin Walker’s in A More Civilized Age, where he talks about how Star Wars is historically and presently disinterested in portraying culture. That aside lives rent-free in my head, because I suffer from a particular kind of cognitive dissonance where the cantina scene in A New Hope is simultaneously my canonical conceptualization of What Sci-Fi Is and one of the most egregious examples of what I hate in the genre. But it got me thinking - if I were to compile the scraps of Star Wars cultural world building that exist (for example, in this book), could I remix them into a single actually interesting fictional culture (or group of neighboring cultures)? Even if I couldn’t, what patterns would I find in the corpus? It would be an interesting look (well, for a given value of interesting) as to what gets classified as the Other in Star Wars when one strips out “stock-character-as-species” from the equation.

Well, that fell apart swiftly as well, for similar reasons: there’s only the barest crumbs of material to build with in this book, which means that any sort of transformative synthesis is more work than it’s worth. Source material that doesn’t support that sort of reading filtered through a book that doesn’t have the space to do it justice even if it did. Everyone knows Star Wars doesn’t give a shit about this sort of stuff, Austin was stating a truism that we all, to some degree, already know. But man, it really sinks in when you try to read a Star Wars book and you’re specifically focusing on those details. It’s like watching the rubber pseudoflesh rot off the animatronic.

So, in lieu of all that, I’m just going to do a regular-ass ol’ review of a book from over 20 years ago that I wouldn’t recommend to anyone.



The Regular-Ass Review Portion

The UAA was published as part of the Star Wars Saga Edition RPG, being the adaptation of D&D 3.X. It was released between Episodes 2 and 3, and so doesn’t include aliens from Revenge of the Sith, Clone Wars, or the tail end of the old EU books. Still, it includes over 200 species from the films, novels, some games, and some ported over from the WEG RPG. Not all of them are created equal.

**

What in the actual hell is Kit Fisto doing on the cover. What is this stance? Who approved this? 

**


I’ll give the book credit for having art for all 183 aliens, split into lineups of 4-5 species at a time. I appreciate that the artists have distinct enough styles that, if you showed any two lineups side-by-side it’d be clear that they were made by different people without being particularly distracting. They don’t get a lot of room to play around, all the poses are pretty stiff, and many of the designs are aggressively mid even by rubber mask alien standards, but still.

**


Layout is what you’d expect for the era: two column with small text and standardized templates for each species: overview, personality, physical description, homeworld, language, example names, age grades, adventurers, species traits, and commoner stats. Then there are some prestige classes and feats at the end.

Age and commoner stats are 3.X-isms I am exceptionally glad people stopped wasting page space on. Like at the very least if you're going to have all this cruft, have the decency to use standardized keywords like MtG.

**


Overviews are very inconsistent in terms of length, with some species getting over half a page and some getting barely a paragraph despite the book being long enough (223 pages) that you could conceivably dedicate an entire page to each if you were smart about your spacing and cut out the cruft.

**


If there is a recurring theme to be had in the species overviews, it’s that first contact scenarios tend to go absolutely belly-up in Star Wars. Everyone’s getting conquered by their neighbors, or destabilized by rapid technological advancement via contact with the greater galaxy, or exploited by offworld economic forces, or enslaved by the Empire, so on and so on. It’s the antithesis of Star Trek and its Prime Directive, not only in content but in how much focus is given to it. This all comes with the territory of Star Wars as a Wagnerian Western, no surprise there, and I point it out primarily for how good it serves as a teaching example of how narrative focus and bias can elide or silence themes that are explicitly in the text.

**


In a turn of opinion that would likely shock and appall 13-year-old me, rereading this book has brought me round to the idea that Star Wars shouldn’t have aliens at all. Or at least you would lose nothing with an all-human cast. 

**

It's an odd experience to go through this and see everyone put on the same level of importance vis-a-vis their positioning in the galaxy: extras in the movies, big players in the novels, weirdos from comics no one remembers and some more weirdos from WEG modules are all treated with more or less the same amount of attention, to the point where if this book was the only exposure someone had to Star Wars, they'd probably be disappointed in how many entries are one-offs in the actual franchise.

**

Playing as the Yuuzhan Vong get an entire appendix (entire = 3 pages); I still remember being shock-and-awed by feelings of "oh shit there's this huuuuuuge thing going on after Return of the Jedi!", because when you're 13 getting that info from secondhand sources like this or the Essential Guides series it sounds so, so much cooler than the actual content. Got a real oral history type thing going on, severed from the EU novels.

Anyway, the YV are what happens when you have a potentially good setup and then coward out: they should have been fucked up modular fleshbeast chimeras bearing no resemblance to anything else in the franchise, and that version of them absolutely should have shown up out of nowhere during the Takodana battle in Force Awakens

 ** 

Instead of the usual shotgun-commentary on the aliens themselves since there are so many of them, I'm just going to do 12 that I like (from this book specifically) in no particular order. You could get a solid fantasy setting out of these ones, I think.

Ithorian - Fucking iconic. Instantly recognizable silhouette, they live in giant floating cities above the planetwide jungle they worship as a god. If Ithorians aren’t in your top tier we cannot be friends. 

Caamasi - They have a one-note deal as the super-nice empath guys who are friends to everyone (and are predictably fucked over by the Empire), but to the point of other species using their name just to denote far-away friends, and this one works for me. The empath thing is sufficient justification for Star Wars: yeah, if you can feel other people's negative emotions you're going to try and avoid being a jerk.

Togruta - Canonically (according to this book), Ahsoka (who did not exist at the time it was written) has echolocation, eats live alien rats by snapping their necks with her teeth, and has to deal with microaggressions insinuating that she is venomous. Stop being cowards, Disney! Let Ahsoka eat alien rats! Anyway, striking design, the rat thing is a fun bit of weird, there's some broad motions at a collectivist society and having to avoid major predators on their homeworld, which are not developed but are at least something.

Kel Dor - Yes, they look like a shriveled ballsack with a gas mask; No, I do not care. I’m with Filoni on this one, Plo Koon is sick. Picked Kel Dor as my PC in Jedi Academy. Sure, they don't have a whole lot going for them from a lore perspective but they are cool fucked-up guys in space and sometimes that's enough. Also apparently they're related to the Tognath from the Disney films i.e. those two cool motherfuckers that Saw has in his crew.

Jawa - They deserve better. They’re weird little guys who love garbage, they should have some incredible goblinmode fits, not just uniform brown robes. Obvious squandered potential. Gimme the garbage goblins. Star Wars is nearly 50 years old, and the idea of having the signature Weird Little Technically Savvy Guy alien pop out of a maintenance hatch and go “No can do, bossman, the flim-flam’s been shmeckledorfed” is still fully beyond the series’ imaginary. What are we even doing.

T'surr - Deepest of the deep cuts, these guys first appeared in some kid-focused books published by Scholastic which I had never heard of before looking up where they first appeared right at this moment. They're big fucked up blue bad guys and you know what, why not. Fucked up space orcs. The color and the being huge give me vibes of the Koloss (though they would not come later and this is me projecting into the past like it's fucking New Sun), which are one of Sanderson's creations that I really like.

Arcona - These guys actually have enough material to qualify a basic fantasy culture: communities of large extended families, men acting as primary domestics, group decision making, common use of noisms in even casual speech, and a society that was nearly destroyed by the introduction of highly addictive drugs by outside forces looking to economically exploit them (a la opium in China) - there's stuff here to work with, and they're not Just One Thing. Welcome surprise, I wouldn't have put them on the shortlist before now.

Hutt - As far as giant space slugs go, not a great design compared to the wild shit that earth slugs can get up to. As far as coding, not the greatest. But they do have a lot of interesting parts: an ancient space empire that's not a particularly great place to live but has remained functional for longer than anyone else, mafia-style inter-clan politics, profiting off of the dysfunction of their neighbors. Yeah they're "what if the idea of a drug lord was also a slug", but they're closer to the drug lords in House of the Scorpion - they're so well-established and so entrenched that they can operate in the open and no one else can do anything about it. Good antagonist fuel.

Noghri - God, could you imagine if Leia rolled up in Force Awakens with a couple of Noghri bodyguards? People would lose their shit. And for good reason, Noghri are cool. They have a good gimmick (planet was fucked by space battle during the war, Empire rolled in and basically extorted service for ecological aid that never came), they give Leia something cool to interact with that's specific to her, you can easily get some good comedy out of them (they are serious little guys, good to play off of), they're all-around solid. 

Ortolan - Apparently, Max Rebo is supposed to be playing the organ with his feet, but you can’t see it because of how he’s positioned. Anyway, a fat little blue alien elephant guy is a fun muppet alien and you gotta have one good muppet in the crew.

Duros - I love that they’re just Gray-ass Grays. They have a very vintage 70s sort of vibe, inherited from back when Star Wars drew from sources that weren’t Star Wars - “here are the Grays, they were one of the first species to start exploring the galaxy and they absolutely obliterated the environment of their homeworld so nowadays it’s basically just a giant radioactive dump.”

** 

So there we go. Not a good book, Star Wars is fucking weird, sometimes you have to go through four drafts before something clicks. I'll save the one-by-one reviews for a better book.

Tuesday, October 14, 2025

60 Years, the Return: Part 4

Let's get right into it.


Service Risk Triggers

  1. Cosmic Ray (Applies if no cosmic ray protections)
  2. Extended Ops (Applies if 2d6 < mission years)
  3. Lifespan (Always applies; roll twice if Augmented+)
  4. Maintenance (Always applies; roll twice if AWOL)
  5. Microgravity (Applies if size/thrust < 10 and Crew Quality < High)
  6. Psychological (Always applies: roll for result first time only)


2041 (Era 1, Year 2)

Blue 4

Planning Phase

  •  Service Risks (SI 57)
    • Noi - 2: Extended Ops
      • 2 = 2, no effect
    • Shin - 4: Maintenance
      • 2 - Implant Aging (no implants, does not apply)
    • En - 2: Extended Ops
      • 11 > 2, no effect
    • Fujita - 4: Maintenance 
      • 6 - Unlicensed items (does not apply) , Aging/ Mental (1(d6) + 1(era) , 3 (character age in decades). No effect yet, Fujita now has Mental Aging 1.
  • Public pronouns (CR 103)
    • N/A
  • Dependency (FW ??)
    • N/A
  • Move / Operation Selection
    • Completed in Part 2
  • Faction Event (SI 44)
    • 4 - Faction Accident (Green) - The Southern Alliance suffers another setback as one of their shifts suffers a thruster accident in LEO; the entry on SI 316 says to destroy the thruster and a “support card” which is a board game component not otherwise mentioned or explained in the book.
  • Solar Cycle Event (SI 44)
    • 7 - Trend (Does not apply)
  • Trends (AE 12-17)
    • N/A


Execution Phase

  • Resolve Interceptions (SI 98)
    • N/A
  • Move (CR 206)
    • Green Line Merge Point through Jovian flyby through Saturn band
  • Encounter (CR 246, SI 13, AE 18)
    • 11 - 3rd Wave Crew
      • (1, 3) + (5, 11) : GISTDA (Thai national space agency)
      • Communication Origin: Shackleton Crater, Lunar South Pole
      • Encounter Prompt: Propaganda
    • The Hayashida picks up self-congratulatory and spin-doctored broadcast from GISTDA’s lunar facility about recent manufacturing developments.
  • Operation (SI 270 & 274)
    • Research - 3! A plain success. We research the 3 remaining components for our upcoming ORION rocket.
  • Held Move (CR 206)
    • N/A
  • Gain skill points (SI 270 & CR 119)
    • Going to handwave these again, except for Fujita; going to use his skill point to negate his Mental Aging penalty and bring him back down to 0.
  • Dysphoria penalty for AWOL Modded / Converted / Exospecies crew (CR 163)
    • N/A
  • Mission Results (SI 41)
    • N/A


Year 2 Wrapup

  • 3 major factions
    • JAXA (White)
    • Planetary Society (Purple)
    • The Southern Alliance / SACU + MERCOSUR  + ASEAN (Green)
  • 2 minor factions
    • Zero Family (Earthside criminal syndicate, Purple)
    • GISTDA (Thai national agency) 
  • 3 factories
    • 10 Hygeia (Planetary Society)
    • Arsia Mons caverns, Mars (Southern Alliance)
    • Shackleton Crater, Lunar South Pole (GISTDA)
  • Faction finances: 1 debt, capital 5
  • Research queue: 5/5 ORION components researched 



2042 (Era 1, Year 3)

Yellow 1

Planning Phase

  • Service Risks (SI 57)
    • Noi - 3: Lifespan
      • 6 - Sleep Companions + Aging/Physical (5 + 1 > 4, no effect)
      • Since I am not really caring about sleeping arrangements, part 1 does not apply.
    • Shin - 6: Psychological
      • 1 - Autonomization: Shin has developed a tendency to doubt the competence of anyone outside of mission control and the Hayashida’s crew: he will take a penalty on all skill checks where someone from outside the faction attempts to help.
    • En - 3: Lifespan
      • 2 - Mission Contacts
      • I understand the point of the contact risks: having your contacts die while you’re out on a mission is good storytelling fodder, but contacts and all that are a part of 60 Years that is very easy to let fall to the wayside. 
      • Proofing Note: AFAIC, Delta Green still remains the king of contact mechanics for a good reason - they get you a lot of material (ie, see how someone’s relationships change  over time) for an easily-grasped and always relevant mechanic (ablative SAN armor) - there are just one or two moving pieces too many here.
    • Fujita - 3: Lifespan
      • 6 - Sleep Companions + Aging/Physical (3+1 > 3, no effect)
  • Public pronouns (CR 103)
    • N/A
  • Dependency (FW ??)
    • N/A
  • Move / Operation Selection
    • Completed in Part 2
  • Faction Event (SI 44)
    • 3 - New Factory + Faction Mission
      • New Factory 6 (Space Politics = Purple) - The Planetary Society gets a new factory up and running at… 1d6 = 1, +1 because they already have a factory, Glory destination, 1d6 again… 3:  Mars North Pole.
      • Proofing Note: The faction mission result says to generate using the faction mission table, which I cannot find in CR or SI; it also does not specify if the d6 I am presumably rolling as usual for the Faction Events is the faction that is undergoing the mission, or the faction that is giving me the mission. Since the mission control trend I roll for this year gives me a faction, I am folding this into that by fiat.
  • Solar Cycle Event (SI 44)
    • 10 - Spacecraft Glitch + Earth Disaster
    • Since the ship isn’t AWOL, we’re up to date with our computer patches and this is a minor glitch, which is supposed to be taken care of with a DevOps skill check. Since this ship is something we have Chrome for that’s 1d6, a 4 means no complication.
    • Disaster roll is 11 - American-Carribean earthquake. No disruption of Mission Control support.
  • Trends (AE 12-17)
    • Social Trend: 8 + 1 = Sustainable Development Goals
      • Somehow, human civilization starts getting its shit together.
    • Proofing Note: as is commonly the case in this series, I am second-guessing myself despite superficially-clear description: I think that you don’t get an impact when a trend is rolled. I think. I’m going with that. But it feels wrong.
    • Mission Control Trend: 6 - 1 = Upported Colonists
      • Rolling a 2 for the White column, I then roll 1d6+6 and get 12: Svalbard Caretakers.
      • Fun! These guys have a writeup in AE. 


Svalbard Caretakers (White)

They maintain the Svalbard seed vault, the secure backup vault of genes and seedstock for as much of the world’s flora as they can fit in there.

  • Majority Doctrine: Conservationists 
    • What it says on the tin
  • Majority Origin: Food security piracy
    • Mass food shortages and crop failures have brought some nations knocking, with guns to get the point across. Our caretakers are fleeing to space because the continued safety of the Terran vault is no longer a given.
  • Minority Doctrine: Acclimatisation Societies 
    • Controlled introduction of non-native flora into environments bolster damaged ecosystems.
  • Minority Origin: Svalbard conspiracy theorists
    • The outside pressure is fueled in large part by the online conspiracy ecosystem; people are certain that there is more in that facility than just seeds, and some of those people are enough political power to act on their suspicions. 
  • Upgrades
    • (4, 4) Orchard Ecology (Mass 1 biosphere) - The Caretakers are looking to set up a food-production operation, both as a backup in case the earthly vault is lost and as support for the growing extraterrestrial human population.


Here’s where I tie in the Faction Mission from earlier: rolling on the goal and destination table I get Long term colony - Ceres. The caretakers aren’t fucking around on this one. Since the Hayashida can’t do anything here, another crew will handle this, arriving at Ceres in (using my simplified transit houserule) 2 years / 2045.

Proofing Note: With Political trends and impacts getting cut, I don’t know how or when crew replacement is supposed to take place. These weren't relevant right now, but looking at the faction section in AE reminded me that they exist.


Execution Phase

  • Resolve Interceptions (SI 98)
    • N/A
  • Move (CR 206)
    • Uranian band into the first half of THE TERROR ZONE
  •  Encounter (CR 246, SI 13, AE 18)
    • 2nd Wave Crew 
    • Communication Origin: 2d6 - 5 = 0, they’re Earthside 
    • 2, (6,10) - POLSA (Polish space agency)
    • Encounter prompt: Praise for gov’t.
      • I’m presuming that’s our gov’t. maybe JAXA and POLSA are starting up some  king of joint project, something with a lot of ribbon-cutting and speeches that run on too long.
  • Operation (SI 270 & 274)
    • Since we have the research we need, I’m going to do an Income operation to cancel out our debt.
    • 6 - Success with complication - 2d6 = 7, Rapid Operation: we get to do an extra operation this year! But since we’re stuck in transit there’s not much to do, so I’m going to Research again.
    • Research 8 - Success at cost. Going to fiat that we can bank 1 point of debt clearance into a rainy day fund to cover future shortfalls. We research 1 additional technology, which will remain banked until narratively relevant.
  • Held Move (CR 206)
    • N/A
  • Gain skill points (SI 270 & CR 119)
    • I could fix Shin’s penalty, but that one is not liable to crop up in this demo mission so I’ll pass.
  • Dysphoria penalty for AWOL Modded / Converted / Exospecies crew (CR 163)
    • N/A
  • Mission Results (SI 41)
    • N/A


Year 3 Wrapup

  • 3 major factions
    • JAXA (White)
    • Planetary Society (Purple)
    • The Southern Alliance / SACU + MERCOSUR  + ASEAN (Green)
  • 4 minor factions
    • Zero Family (Earthside criminal syndicate, Purple)
    • GISTDA (Thai national space agency, White)
    • POLSA (Polish national space agency, White)
    • Svalbard Caretakers (Partnered with JAXA, White) 
  • 4 factories
    • 10 Hygeia (Planetary Society)
    • Arsia Mons caverns, Mars (Southern Alliance)
    • Shackleton Crater, Lunar South Pole (GISTDA)
    • Mars North Pole (Planetary Society)
    • Ceres (Svalbard Caretakers, not yet constructed)
  • Faction finances: 0 debt, capital 5
  • Research queue: 
    • 5/5 ORION components researched
    • 1 banked research project 


2043 (Era 1, Year 4)

Yellow 2

Planning Phase

  • Service Risks (SI 57)
    • Noi - 1: Cosmic Ray
      • 5 - Smart device glitch; 5 - Safety failure
      • One of the ship’s smart devices glitches, causing it to no longer be safely usable. There’s no roll to determine what asset is effected, so I’m just going to roll with “personal computer develops dangerous overheating issue and needs replaced”.
    • Shin - 4: Maintenance
      • 4 - Robot aging - I don’t know where the aging rules are for robots, so I am just going to say “yes, this happens”. Poor spider-bot is beginning to slow down.
    • En - 5: Microgravity
      • Does not apply to high-quality crew
    • Fujita - 5: Microgravity
      • Does not apply to high-quality crew
  • Public pronouns (CR 103)
    • N/A
  • Dependency (FW ??)
    • N/A
  • Move / Operation Selection
    • Completed in Part 2
  • Faction Event (SI 44)
  • New Factory (White)
    • Goal & Destination: (6, 7) Industrial - Karin B
      • I can’t find a listing for any asteroid named Karin B, but there is the Karin family and 832 Karin. I’m just going to go with 1079 Mimosa because it was the second of the Karin group to be discovered.
      • Proofing Note: Please include asteroid numbers
    • 1079 Mimosa gives us an S-class factory: combined with the C-class factory on Pholus, this gives us the opportunity to build Europa class Promoted spacecraft. Eventually. I’ll put our extra research towards one of those, though it won’t really matter for this demo.
  • Solar Cycle Event (SI 44)
    • No event
  • Trends (AE 12-17)
    • N/A


Execution Phase

  • Resolve Interceptions (SI 98)
    • N/A
  • Move (CR 206)
    • TERROR ZONE, part 2; landing on Pholus.
  • Encounter (CR 246, SI 13, AE 18)
    • 12 - 3rd Wave Crew
      • (2,2) + (3,2): Red - National Military (India)
      • Communication Origin: Long-Term Colony - 588 Achilles
      • Encounter Prompt - Was originally “survey questions”, which i felt didn’t make any sense, so I went with the nearby “news report”
    • The Hayashida receives a news report from the inner system that the Indian Space Force has been deployed to quell unrest at their facility on Achilles.
  • Operation (SI 270 & 274)
    • Technically, I have to spend this on a Prospect operation before I do anything else: the Prospect operation exists purely as a fuck you to the player, because you’re forced to waste a year on the chance that the site is busted and you can’t make a claim on it, which means you can’t build your factory.
    • MAJOR PROOFING NOTE: The Prospect operation, if it absolutely must be retained, should be moved to mission selection. Handwave it with probes or drones or whatever is needed. Having a player wade through all of this to yank the rug at the last moment is extremely aggravating:  sudden bad fortune and difficult rolls are not bad design in and of themselves, but they will be more aggravating for the player (and the player will be more likely to avoid the mechanic or the game entirely) if those elements are judged to be at too great a cost in time / in-game resource investment is too high. This is why lunchbreak-sized roguelites are an extremely popular genre: you’re going to lose, but it won’t take long and you’ll probably get something from it. 
    • Industrialize Operation - We have Chrome, since we’re stripping out our ship components: 5 gets me a plain success.
  • Held Move (CR 206)
    • N/A
  • Gain skill points (SI 270 & CR 119)
    • Going to have Noi and Shin spend their points on fixing their gear.
  • Dysphoria penalty for AWOL Modded / Converted / Exospecies crew (CR 163)
    • N/A
  • Mission Results (SI 41)
    • Since we have 2 operational factories, we are technically at the Advanced tech level, I think. Which feels wrong, I think that the lucky “New Factory” event might have broken the flow of the game somewhat, since looking at the Tech Levels on CR 147 it says that we’re normally supposed to get here midway through Era 2. I’m going to go with my gut and just roll on the ET Produced column instead
      • 1 - 1: All four crew get 5 points to put into their Social stat, which may now be raised to 6… but since raising it to 6 costs 6 points (CR 81), Noi is the only crew who can even use these points and goes from 4 to 5.
      • Proofing Note: The generic faction upgrades are not rewarding. All the factions in AE have cool stuff they’ll give you if you do missions for them; I got skill points I can’t even use.
      • Proofing Note: It’s possible to Jump to Advanced / Dual Technologies by the end of your first mission due to background faction activity.  


Year 4 / Mission Complete Wrapup

  • 3 major factions
    • JAXA (White)
    • Planetary Society (Purple)
    • The Southern Alliance / SACU + MERCOSUR  + ASEAN (Green)
  • 5 minor factions
    • Zero Family (Earthside criminal syndicate, Purple)
    • GISTDA (Thai national space agency, White)
    • POLSA (Polish national space agency, White)
    • Svalbard Caretakers (Partnered with JAXA, White)
    • Indian Space Force (Red) 
  • 3 factories
    • 10 Hygeia (Planetary Society)
    • Arsia Mons caverns, Mars (Southern Alliance)
    • Shackleton Crater, Lunar South Pole (GISTDA)
    • Mars North Pole (Planetary Society)
    • Ceres (Svalbard Caretakers, not yet constructed)
    • 588 Achilles (Indian Space Force)
    • 1079 Mimosa (JAXA)
    • 5145 Pholus (JAXA)
  • Faction finances: 0 debt, capital 5
  • Research queue: 
    • 5/5 ORION components researched
    • 1 banked Europa-class research project 


Proofing Note: There should be bookmarks for individual operations instead of just the section header; it’s tiresome to scroll everywhere constantly.

Proofing Note: To cut down on swapping between books, I ended up going through each element instead of each year ie, I rolled the faction events for all 4 years, then the solar events for all 4 years, etc.

**

And there we have it: Hayashida's Pholus mission is done; the white whale is slain, perhaps.  A gargantuan accomplishment, yet still somewhat hollow feeling - there’s all this stuff about upgrades and progression and whatnot, but it’s so opaque and scattered throughout all of the books that it never kicked in. There’s huge lists of stuff to manufacture, but I’m playing zoomed-out: if it’s not rocket-related or interesting flavor, it doesn’t really apply. The ending is a flat note, though that is likely to be expected when I've played a fraction of a full game.

The social simulation & worldbuilding elements - developing new factions and watching as they spread across the solar system - were a lot more satisfying once I got the procedure down. Those parts are, ultimately, the lion’s share of why this game has remained in my head for so long, so I suppose that means the experiment is something of a success. I'm certainly happy with the amount of actually game-related writing it spurred me to do, and I won't say that I didn't have any fun.

My full thoughts will be in the fifth and final post in this series: stay tuned.

Saturday, October 11, 2025

60 Years, the Return: Part 3

With our astronauts made and our course plotted, all that remains is to go out and do it.

As before, our ship is the Hayashida and her crew:

  •     Noi Shimada, Pilot; Callsign DEADLIFT
  •     Shin Zaha, Mission Specialist; Callsign HAMMER
  •     En Hajime Astronaut; Callsign TOADSTOOL
  •     Fujita Avakian, Astronaut; Callsign TENGU

Goal is to establish an automated factory on the outer-system centaur asteroid 5145 Pholus.

 

9. Order of Operations

Each turn has a set order, found on SI 40. Planning Phase steps don't have any inherent timing, Execution Phase steps must be done in order.

Planning Phase

  • Service Risks (SI 57)
    • Every crewmember rolls on the table every year, though each risk type has prerequisites that need to be met in order for it to trigger.
  • Public pronouns (CR 103)
    • Era start year only
  • Dependency (FW ??)
    • A feature that comes into play when new species start being developed: it's not going to be relevant for this game, though if it was I wouldn't be able to do anything with it since the current version of A Facility with Words has cut that segment and I deleted my older copies of the books (and it doesn't look like older versions are available on Itch) 
    • Andrew told me he is working on something to bring this back in.
  • Move / Operation Selection
    • This is for games with multiple players that need to agree on the next actions - since I’ve already planned out my route, it doesn’t really apply.
  • Faction Event (SI 44)
    • Random event focused on one or more of the major factions (not always your own).
  • Solar Cycle Event (SI 44)
    • Random event affecting the solar system at large; the list of events will change depending on what phase of the 12-year solar cycle is active (see below.)
  • Trends (AE 12-17)
    • Long-term changes to The Way Things Are for your mission control, and society at large (see below)


Execution Phase

  • Resolve Interceptions (SI 98)
    •  In-transit encounters, which are scheduled in advance due to the necessities of spaceflight. Might be a quick chat, might be a resupply, might be a boarding action.
  • Move (CR 206)
    • You can hold your move until after the year's Operation.
  • Encounter (CR 246, SI 13, AE 18)
    • This is what it says on the tin, but it’s also a bit confusing in that there are three slightly-different versions of the encounter table in CR, SI, and AE - I’m using the one in AE, because I’m using social trends, but this comes with some issues you’ll see below.
  • Operation (SI 270 & 274)
    • A year-long action involving the entire crew - this is the core of each  turn. I’m 99% positive this is from the board game, and I appreciate the structure it provides
  • Held Move (CR 206)
    •  If the year's movement was held, it goes here instead.
  • Gain skill points (SI 270 & CR 119)
    • All crew participating in an Operation get a skill point; they get an additional down-time point if they end a year at a site instead of in-transit.
  • Dysphoria penalty for AWOL Modded / Converted / Exospecies crew (CR 163)
    •  Only relevant for later eras / crew augmentations.
  • Mission Results (SI 41)
    •  On mission completion receive either faction rank up (SI 41), or an upgrade from the relevant faction. (CR 160) 
    • The SI directions leave out faction-specific upgrades, which are present in CR; I'm also double-guessing if it's actually supposed to be "rank up or upgrade" rather than "rank up and upgrade".
Proofing Note: The sections for these steps should be presented immediately after the listed order of play, in the order of play, preferably with internal hyperlinks.


In line with upcoming updates to the game, I'm not going to include political trends and impacts.



9.1 Solar Cycle

The color + number codes below are in reference to the solar cycle, which runs in three four-year chunks (Blue > Yellow > Red) and determines one of the yearly events and a few other factors here and there.


9.2 Trends

Trends are where all the truly wild sci-fi stuff lives, and I would be lying if I said my attempt to play this game was anything beyond an excuse to get to this specific mechanic. When laid out over the course of an entire game, trends give you a future-history simulation with some true sci-fi sicko tier Big Idea, and you know how much I love a Big Idea for Sci-Fi Sickos.

Unfortunately, since Trends don’t kick in until 2042, this mission is only going to get the first pair and I won’t roll Impacts for them. At default you only roll for Impacts once every four years, which means that comparatively little of the big list of Big Ideas for Sci-Fi Sickos is going to feature, even if you play all five eras.

While this is somewhat disappointing on the surface, something that isn’t a current Trend can still exist, it’s just not the dominant Thing at the moment. 

I had tried, a couple years ago now, to do a run-through of only trends where I triggered Impacts twice a cycle: this technically worked, but it didn’t work well, and I hadn’t realized at the time that all the cool factions (You know me, I love a faction) that are difficult to land on with Trends are much easier to invoke with the encounter table. Lesson learned.

Clarification needed: I still don’t know if trends carry over between Eras. Do they automatically end when the year turns over, or do they keep going in tandem with the new trend until it fizzles out according to the usual mechanic?
Anyway, here’s how Trends work with the rest of the cycle.
  • Year 1: Roll d6 for each Trend: if lower than the number of Impacts the trend has generated, a new Trend is rolled.
  • Year 3: Roll a new Impact for each active Trend. Upgrades, crew replacements, and anything else directly involving the crew will take effect the next time you have a layover at a site or factory.

 

9.3 Encounters

Encounters need a dedicated section here, because as-written they’re kind of a mess. 

The baseline version on CR 246: roll d6 to determine which color faction you run into, no muss no fuss. SI and AE expand (and explicitly supersede) that by adding more options (and increasing the range of your roll as era progress), but the underlying chassis of colors and factions wasn’t built for more options. New factions are also rolled on this table as well.

CR 288 tells us directly that: 

 "There is a limit of 5 major (on map) factions including yours, one of each BSU color...The major factions will change as time passes, evolving into new factions and even species as time progresses." 

and 

"Any additional factions are considered minor factions, which can build infrastructure and supply missions, but do not have a significant presence on the map." 

We then get 3 categories of factions

  • Crew Factions = Factions that have a mission control, ships, and are equivalent to player factions.
  • Colonist Factions = Groups that want to go out and live in space, usually minor.
  • Social Factions =  Broader social movements and trends, which can provide crew members and sometimes replace major factions.

This trichotomy, to the best of my search ability, does not get mentioned in SI or AE, despite being pretty vital to juggling all the factions you're going to be making. Trend and Colonist factions are pretty self-explanatory, but Crew ones have some confusing category overlaps that were giving me issues. 

Here's the two tables for reference, just before I go any further.

 

SI Encounter Table
AE Encounter Table

We're told that major factions are only generated by New Faction or Faction Replacement event; rolling a color that doesn't exist for an encounter means there's no encounter. Robots, splinter factions, and most new species have a Major Faction they're associated with, which is easy enough.

But there's a Problem: The expanded encounter rules don't have any indication as to whether or not an encounter is with a new faction or an existing one.

Worked example, directly from my mission reports. I roll a 3rd Wave Crew as a New Faction event in 2040 and they take up one of my major faction slots. But I also roll 3rd Wave Crew for the random encounters in 2041 and 2043. This has led to several questions I have been unable to find answers for.

  • Are all three of these meant to be three different factions?
  • Is my 3rd Wave major faction encountered only if I roll Major Faction, or is it possible on a roll of Major Faction and/or 3rd Wave Crew, since it's both of those things? 
  • Am I supposed to be building up a bespoke encounter subtable specific to my game i.e. if I roll 3rd Wave Crew, do I then roll a second time to see if it's an existing faction or not?
  • Does the New Faction event trigger multiple new factories in later eras for all groups, or is that just for new Major Factions? 
  • Am I supposed to just make new factions for encounters until I roll the exact same result on the subtables?
  • Do minor factions generated by encounters get factories or colonies?
  • Do 1st and 2nd wave crews automatically qualify for major factions if their color hasn’t been claimed? 
  • For encounters that generate a new faction, do I use the original roll or the black highlighted one? 
  • What determines if a colonist faction is independent or not? Are all colonist factions independent, and all other colonies are just considered part of a major faction by default? 

For the time being, my hasty patch-job is re-ordering the encounter procedure: 

The bulk of encounters in 60 Years are via long-distance communication (I love this, gracefully squares the circle of how to have random encounters when you're in an empty void millions of miles away from anything else), part of the process entails rolling for its origin point; I rolled for origin point first, which would would allow me to check against existing factions and their factories to see if the encounter is with a new or existing faction.

Houserule: For long distance random encounters, roll for origin point first; if location has been claimed, use that faction for the encounter. If it hasn’t been claimed, roll on the encounter table and treat as a new minor faction.

 
Now, finally, it's time for the Pholus Mission; I’ve kept the steps that aren’t applicable for this mission anyway as a model / memory aid.

 

2040 (Era 1, Year 1)

Blue 3
 

Planning Phase

  •  Service Risks (SI 57)
    • Since we're still on Earth, I'm skipping this step for this year. 
  •  Public pronouns (CR 103)
    • Since this is an era start, I roll 8 on the table and add +1 from Purple Space Politics: They / Them / Their, indicating a greater mainstreaming of gender neutral language in the general culture.
  •  Dependency (FW ??)
    • N/A 
  •  Move / Operation Selection
    • See Part 2 
  •  Faction Event (SI 44)
    •  10 - New Faction x2
  •  Solar Cycle Event (SI 44)
    • 6 - No Event 
  •  Trends (AE 12-17)
    • Not applicable

Fun! I get to make two new factions. I roll 2d6 on the encounter table, since I'm in Era 1 / Upported, twice each and take the higher, and get 6/6 and 7/11. That gets me Space Politics Major Faction, which would be Purple, and a Third Wave Crew

Rolling on the Purple Mission Control subtype table on CR 39 I get 2, so it's the Planetary Society. New factions get 1 factory per era, and rolling on the goal/destination tables I get Long-Term Colony - 10 Hygeia. They're 99% definitely going to name it Sagan.

Rolling on the 3rd-wave factions table in the supplement, I get a joint venture between two regional organizations. Back to CR 39, I end up rolling SACU and MERCOSUR (South African Customs Union and the Southern Common Market). They're green, but we already had a Green Major faction from earlier with ASEAN; I'm actually going to fudge things a bit and say that these are the same faction, being a sort of unified front for the global south vs American & Chinese military / economic domination. Maybe the failed mission to Wilson-Harrington was the signal for the other members to step up, maybe they already had this factory up and running.  

They also get Long-Term Colony for their goal, with a destination of the caves and lava tubes of Arsia Mons on Mars.

This is fun, it's actually falling into place now. 

Execution Phase

  • Resolve Interceptions (SI 98)
    • Not applicable. 
  • Move (CR 206)
    • See Post 2: the Hayashida launches from LEO into a lunar fly-by and coasts along until it merges onto the Green Line. 
  • Encounter (CR 246, SI 13, AE 18)
    • 9 - Earthside Colonist (It was originally Upported Colonist, but I counted it as a new faction just because it is still just Year 1.)
  • Operation (SI 270 & 274)
    • The Hayashida is a fine ship, but we need something faster. Much faster. We're going to set up a D-Class factory, so I bop on over to the spacecraft table on SI 244 and oh would you look at that! One of our options is PROJECT ORION, and that's an easy choice. Go big mode or go home, why not strap ourselves to some nukes and use them as propulsion? A full overhaul of the Hayashida into a Project Orion rocket requires 5 new patents, so this year's operation is going to have to be Research.
    •  This will involve the first actual skill roll of the game, which I will detail below.
  • Held Move (CR 206)
    • N/A
  • Gain skill points (SI 270 & CR 119)
    • All crew gain a skill point for participating in the Research operation, which can then be used on the skill used in the op, on a mission control contact with the relevant skill, chrome for a component used in the op, or recovering from a penalty.
    •  These cannot be banked.
  • Dysphoria penalty for AWOL Modded / Converted / Exospecies crew (CR 163)
    • N/A 
  • Mission Results (SI 41)
    • N/A 

First things first, the encounter. I roll 2d6-5 on the Goal table to determine where the signal is coming from and end up with -1, so the new faction is on Earth. Makes sense for an Earthside Colonist. Earthsiders are one of the Primary Colonist Types (SI 187), I roll 2d6 on that table and get 6: Criminal Syndicate (Purple)

A few sub-tables later, I get a name (Zero Family), two doctrines (Cybercrime for the majority, financial crime for the minority) and an origin (Social Control: Very easy to get around the law when you are no longer within the territory of a nation-state.) So they're running some massive fraud from orbit, possibly by hacking communications satellites. Using crypto for money laundering, all that stuff.

The actual encounter prompt roll is 4-5, which gives me "Approached about business" and oh buddy we are COOKING. For now I'll say that (rolling...4) Fujita receives a message as a response to one of his many science communication videos shot aboard the Hayashida regarding a potential sponsorship/partnership deal with an up-and-coming media group, which is slightly sketchy but not entirely. Normally this would involve making a skill roll, but I have ignored skills thus far and will do so for as long as I can, so I'll just split it odds / evens: 2 is a No; Fujita rejects the offer. Will this have repercussions? Unknown.

For the Research Operation, I'm going to need to make a roll with the Research skill - since operations use the entire crew, they're treated as having a default skill level of 5. Mission control will give us a +1 for a total of 6.

An extremely important aside: The basic skill roll in 60 Years is roll 2d6 under your skill level. This is increased to a whopping 3d6 for flat ability score checks, and reduced to 1d6 in cases where it is extremely easy or if the crew or crewmate has relevant Chrome - Chrome is not super well defined, but it applies to rolls using technology you have patents for (i.e. have researched and produced), medical specialities, language fluency, and some very vague Crew Certifications and Player Certifications, which seem to be intended almost as a kind of achievement system but only appear in a literal printed certificate for players after character generation, giving them Chrome with crew modules. There aren't any other mentioned or lists of certifications anywhere else in CR or SI.

A second important note: 60 Years operates on the principle of "Failure is Not an Option" (FINAO), which boils down to "you're always going to succeed at your rolls, but succeeding at cost will build up flaws and defects in your crew and equipment that, if not treated, will eventually cause an Accident and that will very likely fuck you up royally, because it's space."

Under your skill is a plain success, under half your skill allows you to choose a complication (since some complications are bonuses), exactly at your skill level is a random complication, higher than your skill but less than 2x skill is either a Partial Success (Which is not well defined, appearing in only 2 other places in CR and nowhere in SI) or Expedited Abort and Retry (allowing you a second shot if you take 2 penalties), and greater than or equal to 2x skill is Mandatory Abort (plus one defect, debt, point of stress, or consumable tally)

I really like this a lot in principle: very good use of the dice mechanic to reinforce themes: your characters are still astronauts, they need to be extremely good at their job and failure will very often mean near-instantaneous death.

In  practice, though, I'm still figuring out how much I like it wrt the actual dice rolls and how Chrome works. 

I don't see any way for the Hayashida's crew to have Chrome in this scenario, since the tech is all going to be new, so I'm going to roll 2d6: I roll an 8, which puts me in the normal fail zone. Stress (as mentioned in Worldbuilding from Scratch's posts) is a bit of a non-downside for Operation-scale actions as it stands. I don't want defects, so I'm going to go with debt.

Normally, debt is per-crewmember, I'm going to change that.

Houserule: debt incurred by FINAO rolls is faction-wide; bankruptcy still works the same, if debt = Capital ability score we clear the debt but permanently reduce Capital by 1. If I would ever end up dropping to 1 Capital, I would treat that as game over.

So despite the costs, we are succesfully able to scrounge up 1d6 new patents. I only roll a 2, so we're going to have to do another Research op next year and hope we don't go into further debt.

Notes for Year 1 

  • 3 major factions
    • JAXA (White)
    • Planetary Society (Purple)
    • The Southern Alliance / SACU + MERCOSUR  + ASEAN (Green)
  • 1 minor faction
    • Zero Family (Earthside criminal syndicate, Purple)
  • 2 factories
    • 10 Hygeia (Planetary Society)
    • Arsia Mons caverns, Mars (Southern Alliance)
  • Faction finances: 1 debt, capital 5
  • Research queue: 2/5 ORION components researched 

 

Wrap-Up 

Whew! Went longer than expected on this one, but now things are finally taking shape and falling into place. At last, the big picture is revealed and all the pieces are fitting together. It took far too long to get to this point, but suggestions for how that might be addressed will be saved for the final installment.