Showing posts with label solo game. Show all posts
Showing posts with label solo game. Show all posts

Saturday, August 8, 2026

So You Want to Play 60 Years in Space

 

cover art by Rob Turpin

Congratulations! You are an absolute sicko. But so am I. This is a game for sickos (positive), and as such it is pretty daunting to get into even if you're the right kind of person for it.

Note, this is not a "how to play 60 Years in Space for absolute beginners" post: that would be way longer than I can do in a single writeup. I'm writing this generally with the presumption that you probably already know what 60 Years is and have some desire to at least read the game. 

[If you don't know what 60 Years is, it's an rpg by Andrew Doull, based on the High Frontier board game by Phil Eklund. It's an extremely crunchy maximal-simulationist space colonization game, which is also multiple other games in a trenchcoat, if we're being honest. You can find it here.]

[I have some older posts where I am fairly critical on the game: some of those critiques still stand (tables and headings should be numbered!), the updates the game has gotten since release have turned me around enough that I'd say it's so far and away my favorite RPG of 2026, warts and all.]
This guide is currently for running solo games using version 7b of the rules; if anything drastically changes in future updates, I’ll edit accordingly.



Picking the Books You Need

The first hurdle is figuring out what you need to play the game. It's intimidating (and pretty pricey if taken all together), but not as much as you'd think at first glance: the books have mostly settled into a series of mostly-modular rulesets by this point, so most of them are "include if you want to". The seven-games-in-a-trenchcoat design allows you to zoom in or out to a preferred level of simulationist granularity, and cobble together your own ruleset out of things you care about while eliding the rest.

I've split the book list into required (you need this to play the game), recommended (not technically required, but I consider them important enough that I wouldn't play without them), and optional (books that I either used very little or nothing from while playing). The abbreviations I use will be (in parentheses)


Required Books

  • 60 Years in Space (SY)
    • The core rules; this contains everything you need to play the game solo as a minimum-viable product (more on this below).

 

Recommended Books

  • This Space Intentionally (TSI)
    • The supplement that covers missions, trade, downtime, and colonies in more detail. Strictly speaking it's not mechanically necessary for the core game, but the colony builder tables are nice and crunchy and provide a lot of flavor for the places you visit.
  • All Errors My Own (AE)
    • This is where all the Trends (setting elements that progress and change as you play) are found, so it’s basically required if you want to really get into the sci-fi-sicko shit.
    • The 7b version only covers Eras 1-3; Eras 4 & 5 got split off into a new book (All Terrors My Own, which is next on the release docket), so you’ll need v7a if you intend to play through those eras (which is still bundled in with 7b)

 

Optional Books

  • Crewed Rules (CR)
    • This supplement is focused on individual PCs at a pretty high level of granularity, so it’s not really relevant if you’re playing a zoomed-out game. The nationality tables and extra colonist factions are nice but definitely not necessary. I was able to run my entire first campaign without it.
  • (A) Base (D) Landing (AD)
    • A base-building supplement for the early stages of an offworld colony. I think it’s a bit too complex and needs a few good editing passes at the moment, but there’s nothing in it that isn’t covered at the (much more) zoomed out level of the base game.
    • If you still wanted to do a base-building exercise, I think you could probably port something over from Traveller / Cephus / Hostile.
  • A Facility With Words (FW)
    • You play as one of the minor factions that are living in the background of a normal game of 60 Years. There's some faction management stuff in here, but overall it's the closest to a traditional RPG with the presumption being that there’s a party of downtrodden ne’er-do-wells doing ethically-questionable things and exploring abandoned structures for loot. 
    • It does have the details on how freighters / freighter fleets / mobile factories actually work, which is annoying (freighters are mentioned repeatedly in the core rules but don’t get a dedicated section in that book; hopefully this gets changed in a future update.)
  • Colony: Sub/title (CS)
    • Play the stock market, scope out some novel aquatic biospheres, irrevocably change the course of transhuman history.
    • I like being able to see how all the wild high-concept ventures interact with each other to form potential Futures (this is a specific mechanic, basically it’s what happens to the setting after you hit 2100) but it’s definitely not necessary for the game.
  • A Lot of Zeroes (LZ)
    • The extreme-far-future supplement where you’re travelling the galaxy in a massive interstellar spaceship looking for the answers to Big Questions.
    • Can act as a standalone game, though I'd now say 60 Versions is needed to supplement it if you want to deal with individual planets.
  • 60 Virs10ns (SV)
    • The supplement for playing as a pre-spaceflight alien species on their homeworld; contains the planet generation tables that used to be in A Lot of Zeroes and ecosystem generator from Colony: Subtitle.
    • Still mostly unfinished / in ashcan.


Forthcoming Books

  • All Terrors My Own
    • Trends and Impacts for Eras 4&5
  • RE:0Mi55ions
    • Collection of extra material that couldn’t fit neatly into other games, if I understand it properly. Sounds like it'll mostly contain things that got shoved into and then cut from This Space Intentionally.


Other Supplies

  • A fistful of d6s (I don’t think you’ll ever need more than 6)
  • A campaign notebook or binder
  • The High Frontier 4 All map
    • Since I presume most of you don’t have a physical version of the game on-hand, you can go and bookmark hf4map.com and save yourself infinite hassle (and also save the image as a scalable webp on your phone)
    • I have been slowly working on a simplified printer-friendly version, but as you might guess that’s fiendishly hard.


Setting up your notebook

There are printable sheets to keep track of all the moving parts in the game, but for my campaign I elected to rewrite the relevant parts so I could fit everything (or most of everything) onto a single page, shown below.


At the end of every era (15 turns) I did a roundup page of all the factories, colonies, infrastructure, etc.

There’s some components missing here (character stuff, primarily), so I might expand it to a 2-page spread per year for the second campaign.

It’s extremely helpful to have a reference for how developed a site is and by who: I copied the destination tables from 60Y and just notated faction color and development level every time it changed (ex: “Titan (G) 🞅 🞎 ⯊” indicates that Titan has gotten 3 space comms encounters and been developed into a permanent colony of < 100 people for Green faction)

You can also use the site folio on TIS 71, though that has a lot more sites than what you’ll normally need. 

Making Your Own Rules Reference

I’m working on putting one together for at-home printing, but until then you’ll have to make do on your own. Here’s the non-exhaustive but mostly-complete list of what I have in mine, plus page numbers:

  • Order of Play (SY 74)
  • Spacecraft Movement (SY 76-78) 
  • Space Politics (SY 17)
  • Space Program (SY 28)
  • Space Agency Nationality (CR 49)
  • Colonist Nationality (CR 50)
  • Spacecraft Components (SY 56-60)
  • Skill Checks & Control Points (SY 30-31)
  • Yearly Events (Faction/Cycle) (SY 91-94)
  • Technology Levels (SY 25)
  • Space Comm Encounters (SY 82)
  • Encounters (SY 82-87) 
  • Mission Builder & Destinations (SY 53-57)
  • Payloads (TIS 48) 
  • Accidents and Hazards (SY 78-80)
  • Exoinfrastructure (SY 206)
  • Colonist Module Builder (SY 228)
  • Personal Upgrades (CR 113) 
  • Interception Builder (TIS 126)
  • Factory and Colony Construction (TIS 65)
  • Colony Builder (TIS 78)
  • Trends & Impacts (AE 11, 14)
  • Tables of Trends (AE 12-13, 15)
    • I separated these by era rather than type in my notes, which I found useful enough to recommend.
  • Encounter Table (AE 16-17) 

You'll also probably want to bookmark the Operations chapter on SY 110, and either print out these pages or make equivalents for yourself:

  • Spacecraft folio (No blank version, but premade rockets are on SY 65)
  • Fuel / mass tracker (Not in book, but included on premade rockets)
  • Staff folio (SY 33)
  • Crew folio (SY 34) 

This is of course how I do it, cut and adapt and ignore as works best for you. Order of Play, Spacecraft Movement, Skill Checks & Control Points, Yearly Events, Space Comms, & the Mission Builder are the most important to have on-hand.  

Hopefully I can get the printer-friendly guide formatted and done relatively soon.

Starting A Trial Run

The core book comes with a couple starter scenarios and the procedure for making your own; if you’re unsure about whether you’ll like the game but want to give it a try, running a single mission from Low Earth Orbit to your destination (like I did last year) will give you a good idea of the core gameplay loop. The AIDA and HOPE missions will give you a step-by-step tutorial on how to accomplish the mission, while Free Agency is fully player-driven.

If that works out and you’re the right kind of sicko for the game, then comes the rest. Let me know if I missed something or if things are unclear. 


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.

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.

 

Thursday, September 25, 2025

60 Years: Return Part 2

I hope you like math, because today is ROCKET SCIENCE DAY


Our story stars JAXA’s exploratory rocket Hayashida and her four-person crew:

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

Their mission is to pile themselves into a pressurized metal can called the Hayashida and launch themselves at extremely high velocity towards the outer-system centaur asteroid 5145 Pholus to build an automated factory there.

6. Housekeeping

A few bits and bobs were left over from last session, so I'm going to deal with those first.

 

6.1 Responses

Andrew had some responses to Part 1 on Bluesky

  • The game timeline splits from ours in 2015, when the real-world project started.
  • Afrispace is indeed a leftover from that period.
  • The problems with tables come from LATEX formatting issues. (I know nothing about LATEX, but if anyone out there does / knows how to make tables behave better, drop a comment below)
  • The BSU colors were inherited from the boardgame but were given a greater importance in 60 Years, which has led to some conceptual breakage.
  • Political Trends will be removed in the next update.

 

6.2 Bonus Skill Points (CR 119)

In a nice change of pace, the book aligns with a choice I was going to houserule: being able to spend the bonus skill points from chargen whenever I want instead of before I know what I need (CR 119). This is good, we love to see flashback mechanics to cut down on analysis paralysis.

A bigger issue can be found in actually spending those points on skills, because the section on buying and upgrading skills is confusingly written and needs another pass.

Proofing Note: The skill list doesn’t mention what each skill’s associated ability is. While most of them can be sussed out without much issue, it’s odd that this is left out, even when the only time it seems to be relevant is when purchasing a new skill (since the first point buy gets you skill = ½ the associated ability score).

Just as a demo, I am going to buy Fujita’s bonus skills, because he actually has all 6 of his starting points accounted for; his athlete service history means that he needs to spend 3 points on the Strong Arm skill before I do anything else.

His physical ability is 4, so the first point spent gives me Strong Arm 2, then two more points brings him up to Strong Arm 4. Science Specialists need 5+ in Prospect and he starts with 0, and we are…not able to meet the requirements. 3 skill points, even with the boosted first purchase, will only be able to get him up to Prospect 4.

So I will be ditching athlete and rolling again on the service record table: 3 gets me criminal conviction with a choice of assault or possession / sale of drugs or DUI. I’ll go with drunk driving, because if I had chosen drugs I would have had to roll a new character again since my faction is White.

Proofing Note: It’s possible to generate non-viable Science Influencer crewmembers. And probably other archetypes as well. Since this isn't funny a la characters dying during chargen in classic Traveler, it's best removed. 



6.3 Contacts (CR 116)

Everyone gets a free Emergency Contact, and then can purchase other contacts with skill points. I’m going to focus on Mission Control Contacts for now, since they can help us out with skill rolls and, unfortunately, they are also necessary for a couple mission types. I can't find where it says that, so I am going to hold off for now. The mechanical importance


7. Mission Builder (SI 68)

This Space Intentionally has an itemized list for mission components (hooray!), as follows:

  • Source of mission (Done; it’s from our faction, White)
  • Type of mission (Done; it’s a Science mission)
  • Payload location (Done; Low Earth Orbit is the only option)
  • Required payload specialists (Done: Engineer & Scientist)
  • Payload: (Done: Refinery)
  • Goal (Done: Industry)
  • Destination (Done: 5145 Pholus)


So we have basically everything we need already figured out, though the refinery requires a bit of explanation.

Factories are used to extract resources from sites and build better ship parts. They require a refinery, a robonaut, a generator, and a reactor. You’re likely thinking “wait that’s four components why is the payload only one?” There is an answer, and while repeated several times in the text I don’t think it’s signposted nearly enough - the direct quote is on SI 70:

“...spacecraft are built using modular and re-usable components which means that the spacecraft will need to be rebuilt at a factory or turned into an outpost after it delivers its payload.”

Translated for layfolk: The intended gameplay loop is that you dismantle your ship when you arrive at your destination, then manufacture upgraded replacement parts (which you probably researched in transit).

In principle, I think this is cool. It’s one of those elements where realism adds a flavor that just doesn’t exist within the normal genre structures. But it is very clunky, and throws players directly into the deep end of the rocket components tables at the end of This Space Intentionally. But I think there's a potential ground that could smooth out this friction enough for everyone to leave happy. 

The premade rockets on CR 50 could be expanded into a flowchart; start with your basic rocket, then follow the line to 2-3 choices for each factory type you’re able to build, with those choices being functional differences ie “this one is solar powered” vs “this one is designed to deliver standalone modules” vs “this is an all-rounder”

The tables in the back of This Space Intentionally where all the rocket parts are located are already organized by premade rocket model, so the job is halfway done. Then all that analysis paralysis can be reduced down to “you need to spend x turns researching + y turns manufacturing, then you choose your new ship from the chart according to what factory you have.”

This would be a pretty happy medium, I think, between the crunch of the High Frontier system and something that would be more enjoyable for a general audience: you’re still making choices, but with more guidance and structure.

The starting rocket cards are halfway there: the Hayashida can be upgraded at an X class factory, which doesn’t help me at all with the mission I rolled since Pholus is a X-type site. Flowchart would help solve that.

If I decide to play more of this in the future, I will definitely be making something like this.

Anyway, back to the mission.



8. Plotting out the Mission 

Remember how I said there was a paragraph that took me 45 minutes to parse? It was this one on CR 206:
“Spacecraft movement consists of following a line on the High Frontier map and paying fuel steps to enter ”burns”, represented by pink shapes (circles or landers). You can stop on circles, zigzags (Hohmann intersections) or line intersections and change direction for free: a) on any circle including a burn; or b) by ending your move and choosing a new direction the following turn. You may also cross a zigzag or change direction at an intersection without a circle by paying for the equivalent of two burns mid-movement – you must stop on zigzags and intersections if you do not pay this two burn penalty. Each free pivot your thruster gives you allows you to ignore one of these two burn penalties and cross the intersection for free. A year passes when you stop moving.”
It also doesn’t contain the single-most important rule in the game, which is found in the middle of a paragraph in a premade tutorial mission in SI 27:
“You cannot enter more burns in a year than your net thrust.” 
To not belabor the point, that big confusing paragraph could be (and should be) cut down to:

  • Your ship can burn fuel steps equal to its net thrust per year.
  • You must burn 1 fuel step to enter a pink burn space.
  • You may change your direction (pivot) for free on any intersection with a circle on it (if the circle is pink, you still need to pay 1 fuel step to enter.)
    • Otherwise, you must burn 2 fuel steps to pivot at an intersection that doesn’t have a circle.
  • You must burn 2 fuel steps to pass through a zigzag (Hohmann Transfer) on your route.
  • You can bypass the cost of a pivot or transfer by ending your turn at that point on the map.
  • Black circles are gravity assist flybys: they give you X free burns that must be used the turn they are received: only one flyby can be performed per year.
  • A thruster’s afterburn stat gives you that much thrust for the year’s move for the cost of 1 fuel step.
  • Some thrusters can provide you with additional free pivots.


 

Why do I suddenly hear Sburban Jungle when I look at this

I’ve highlighted the intended route on the map (the High Frontier mission planner is an absolute godsend and 100% the reason this is doable at all for me), and as you can see it’s a right bastard of a trip. 9 burns +  6 pivots + 3 transfers, but this will be cut down when I factor in my freebies. The Lunar and Jovian flybies will cancel out a total of 5 burns, and 4 of the pivots can be tossed because they have a circle on them, leaving me with (rough estimate) 4 burns, 2 pivots, and 3 transfers. We’ll shave off some more as we go, since we can’t do all of them at once.

The Hayashida can produce 4 thrust, plus 1 if we afterburn, at a fuel cost of 1 step per burn. This means we max out at 5 burns per year, though as you’ll see the actual number is going to be lower. With the refinery and crew module included, the Hayashida has a dry mass of 13, which puts us at a -1 thrust penalty and a 1 fuel tank / burn ratio at our absolute fastest.

The tyranny of the rocket equation is that you have to lug around all your fuel with you; as it turns out rocket fuel is real fucking heavy and so a huge chunk of your fuel budget is wasted hauling the rest of your fuel around. In-game, this is factored into your ship’s thrust and fuel efficiency: if your ship is above a certain wet mass (ship + fuel), you’ll take a penalty to your net thrust (can make fewer burns per year) and be able to make fewer burns per fuel tank.

From this I now have to work backwards to figure out how much fuel I need to get to Pholus.

Commentary: Incidentally, this section is an excellent illustration of why it was extremely silly to add a crucial fuel-based plot point to The Last Jedi. Star Wars ships run on “spaceship go vroom”, the moment you try and treat it like actual space travel even a tiny bit you bring in a thousand new and complex questions.


8. It is, in Fact, Literal Rocket Science

So the book doesn’t include much guidance on how to actually calculate how much fuel you’ll need. It gives you the table to figure out your thrust and fuel efficiency at a given point and over time, and the game says you start with enough fuel to get to your destination, but to actually figure out the numbers I had to longhand it.

But in longhanding it, I did manage to cook up a decent, if basic, way of visualizing and conceptualizing fuel: It’s spell slots.



This is just the table on CR 208, the only difference being the addition of the tracking column.

I start with a dry mass of 13, which means I get a maximum (we won't need all of it) of:

  • 3 burns at 1 burn/tank, 3+1 burns/year.
  • 8 burns at 1 burn/tank, 2+1 burns/year
  • 4 burns at 2 tanks/burn, 2+1 burns/year.

We’re going to need to stop somewhere along the line so we can use the flybies, so one more pivot can be tossed. At maximum (if we don’t make any other layovers), we would need enough fuel for 12 burns, which would put us right at Wet Mass 24. That’s enough to pencil in, and I can make a draft plan.



8.1 Year 1

Relatively simple, as far as rocket science goes: Low Earth Orbit into a Lunar slingshot and onward to the Sol-Mars L4, where we make a free pivot towards the Green Line (LEO > Enceladus)We end the turn merging on the Green Line, which will make that pivot free and allow us to use the Jovian flyby next turn.
  • Starting Net Thrust: 2+1AB
  • Total Movement: 2 burns, 1 free burn, 1 free pivot (end turn).
  • Year-End Wet Mass: 22




8.2 Year 2

We stick to the Green Line for two more burns until we reach the Jupiter flyby, which gives us a whopping +4 gravity assist. We slingshot north, pivot left at the T (2 burn, cancelled out) pivot right for free at the next burn (1 burn, free), pivot left at the Sol-Saturn L5, coast until we hit the next burn (our last freebie). We afterburn this year, getting us to the next burn (1 burn) and call it a turn.
  • Starting Net Thrust: 2+1AB
  • Total Movement: 3 burns, 3 free pivots
  • Year-End Wet Mass: 19



8.3 Year 3 

Now we enter a SuperEyepatchWolf-certified TERROR ZONE: three back to back Hohmann transfers. (Well, not that much of a terror zone, I originally thought it was six transfers because of the way the map parses pivots)

That’s six burns worth of transfers, and there’s one more burn before we reach Pholus. I’m still stuck at 2+1 burns per turn, so I’m going to have to split this up.

I can pass through the first Hohmann Transfer, but have to end my turn on the second.
  • Starting Net Thrust: 2+1AB
  • Total Movement: 2 burns (1 Hohmann transfer) + 2 free burns (turn end)
  • Year-End Wet Mass: 17

8.4 Year 4

We spend 3 burn to push us through the last transfer and the last burn
  • Starting Net Thrust: 2+1AB
  • Total Movement: 2 burns (1 Hohmann transfer) + 1 burn
  • Year-End Wet Mass: 15

We have some excess fuel, but that’s actually a good thing: the Hayashida can’t actually land on Pholus: landing requires net thrust greater than the site size, and Pholus is size 4.

BUT! We have our handy-dandy detachable crew module! Mass 1, Thrust 8, 8 steps per burn / Afterburn 2. I move one of our spare fuel tanks to the module, which gives us a Wet Mass of 2 and a net thrust of 9, which is more than enough to land on Pholus. Since landing on Pholus doesn’t cost me a burn, I don't have to worry about fuel steps.

We’ve done it (the planning stage, at least)! The Hayashida can reach Pholus in four years and her crew can safely land and build a factory!

FUCK YOU PHYSICS YOU CAN’T STOP ME. I’LL FIGHT GOD AND WIN.

I will leave things here and start the actual gameplay segment in the next post, but to wrap it up I’ve got some chunky additional commentary

  

9. Further Thoughts about all that the Rocket Science

I won't lie; it was satisfying to see it all come together. But there has got to be a better way of calculating this. A graph, a table, an equation, something.  Maybe there isn't and this actually is the most efficient way to do it - I doubt that's the case, but maybe. Aft the very least it needs to be way more streamlined and player-focused than it is, because it's the central mechanic of the game. 



9.1 The Alternative in the Book

The rules do provide an alternative, where the shipbuilding and mission calculations are elided entirely and replaced with a single roll of 1d6+1 years (CR 40). If I was going to play more than one mission, I’d take this option, but I don’t think it’s a satisfying solution: it doesn’t scale with distance (which is weird, considering that range bands are a recurring mechanical component of the game), which means you can end up with missions to Mercury and Neptune running the same amount of time and likely being far too long or far too short. 

I’m violating my “no homebrew” rule to introduce a minor palliative to this mechanic. The roll now varies slightly depending on launch point and destination; the “inner system” is not strictly defined in the book (at least not that I could find), so here I'm using the most reasonable option of “everything from Mercury through Ceres”.

  • Inner > Inner: 1d3 years (1d3-1, minimum 1, if adjacent bands)
  • Inner > Outer: 1d3, +1 for every Outer System range band you pass through, inclusive of destination. Back of the napkin calculations
    • Earth > Jupiter 2-4 years
    • Earth > Saturn: 3-5 years
    • Earth > Uranus: 4-6 years
    • Earth > Neptune: 5-7 years
  • Outer > Inner: As above, but the Inner System counts as one zone if you're starting from Outer.
  • Outer > Outer: 2d3+1
  • Traveling between moons of a single planet is just 1 year.


9.2 Alternative 2

Ignore fuel entirely and just use net thrust and dry mass to determine how far you can go in one year. We have a wizard opening up a portal to the outer corona of Azathoth or something.


9.3 Alternative 3

Calculate wet mass as an abstracted +X fuel tanks per range band you’ll be traveling through. Burns are then used only as a way of calculating time, since you can still only travel equal to your net thrust. We only track fuel expenditure on a per-range band basis instead of per burn; -2 fuel tanks per band, every band. You’d have to break the total burns into both # of burns per band and each individual year, which is less than ideal

EX. Earth > Uranus band is 5 bands, if I say it’s 2 tanks / band the Hayashida would be starting at 23 mass, which is in the same range as my in-depth calculations. 


** 

So yeah, there we go; a shit-ton of number crunching and a plan to get from Point A to Point B. This was significantly less frustrating than Part 1, likely as a combination of getting used to the books, the method paying off, and this section being mostly pulled from board game rules that have had four editions worth of refinement.

Tune in next time to see it actually get played! If I don't get perma-distracted by Hades 2.

Saturday, September 20, 2025

60 Years in Space: The Return

Artistbloomyk
This post isn't about Magnus, but god damn is this what my brain feels like right now.

**

 

I think the stress of this year might be getting to me. 

Thanks to a couple years of updates, the play reports over at Worldbuilding from Scratch, and an interactive High Frontier map, I think I actually have the tools to play Andrew Doull's 60 Years in Space. I tried before, and I failed. I have returned for one mission, just to test it. Just to stick a harpoon in the white whale.

Lu and Tubalkhan help my categorically insane ass.

So as not to fall to hubris as easily as I typically do, I am going to do one (1) mission, and I am going to do it rules-as-written. This is to stop me from homebrewing or attempting to change systems I’m not fond of, which I had already begun to do while writing this introduction because I am a compulsive tinkerer. One mission, rules-as-written (barring house rules from I pull from WfS or anything that needs massaged while playing solo), we’ll see where we end up.

I will also be providing page number citations for everything I do, as well as marking particularly confusing rules or wording; this will hopefully be a useful resource for potential players / feedback for the author.

Jan '26 Update: The game has received a significant update since I wrote these posts, so all of the page numbers and references are basically useless now. Just note this is for v5 of the rules and is not up-to-date with the current state of the game.)

Book Abbreviations

  • Crewed Rules (CR) - Core rules
  • This Space Intentionally (SI) - Spaceship & mission builder
  • A Facility with Words (FW) - Base builder spinoff game
  • All Errors My Own (AE) - Social and mission control trends
  • A Lot of Zeroes  (LZ) - Standalone far-future spinoff game


0. Setup

Since this is a default game, I’ll be playing  as a second-wave crew starting in 2040. At least one faction has already gotten into space and started building infrastructure at this point, so my faction is trying to catch up.

Commentary: 60 Years featured zoomed-in and zoomed-out playstyles (the latter is called Dollhouse Play in the text) - playing solo more or less necessitates dollhouse play, and most of the procedural elements are in support of it. For a game of this complexity, I don’t think multiple players is a particularly viable playstyle.

1. Space Politics (CR 28)

Space Politics is a color code that generalizes the Vibe of Current Events in Space and summarizes how people get into space. This will change over time, and will influence later trends and developments. It’s a background element with fingers in many pies, and I've got issues with it that I do not have the space to hash out here.

I roll 5 + 2, which means my starting Space Politics is Purple.

Multilateral: Space exploration is regulated through a transnational body such as the United Nations, where member states and non-governmental organizations (NGOs) determine the regulations through diplomacy, lobbying and political grand-standing.”

Man, I wish my forecast for 2040 was that optimistic. 

Commentary: I like the idea of the BSU (Basic Social Unit) color system - it’s basically the Magic the Gathering color wheel, after all, and that’s the perfect alignment system - it breaks down completely in practice. You'll see what I mean later on.

Commentary: The space between the present and the game is elided out of necessity, but I do wonder if it’s enough. Two, potentially three of the five colors basically require alternate history to get to that point, and if we’re going that route 

Homebrew: Before I forced myself to drop homebrewing, I whipped up an easy alternate version of Space Politics that ditched the direct ideological affiliation in favor of a DEFCON style “how fucked is everything” spectrum, keeping the bonuses as-is.

  • Red - Shit’s fucked 
  • Orange - Shit’s bad 
  • Yellow - Shit’s mid
  • Green - Shit’s good
  • Blue - Shit’s great

Colors were changed to be more instantly recognizable as a bad-to-good spectrum.

Commentary: I don’t understand what the Player Actions table is supposed to be, because it reads like a joke. You don’t need a table to give permission for people to drink water.

Proofing Note: The table for Space Politics is found on CR 28, at the tail end of the “Actions” chapter between the sections for “Timekeeping” and “ Trouble”; the Space Politics section heading is on CR 29, which doesn’t face the table. This specific formatting issue of tables not appearing under their own headings is going to be a recurring theme going forward.

Proofing Note: I don’t know why Space Politics is in the “Actions” chapter - Actions should be moved later, probably post chargen in skills, and Space Politics should be re-assigned to a currently non-existent “Game Setup” chapter that contains Space Politics, Mission Control, chargen, and the Mission Designer.


2. Mission Control (CR 37)

The book recommends players start as a national space agency for their first game, since it gives them high-quality crew (and is the only type of mission control to do so) plus a medium-quality spaceship.

Unfortunately the MCSU (Mission Control Social Unit, same color system as Space Politics) color for national space agencies is White, which is described as:

White social units are nationalistic, conservative and family oriented and rely on limiting personal freedoms because of their moral beliefs but also in rewarding hard work and limiting the role of the state.”

Which is an extremely persuasive argument for never playing as a national space agency, on top of being kind of a mess of a contradictory description; if the society relies on limiting personal freedoms, it’s using the apparatus of the state to do so. That’s like, the whole point of conservatism: the people in power use the systems in place to hold on to power and keep anyone else from getting it.

Here we introduce the issues with the BSU color system (and there will be more): it lacks the variety and nuance available in the MtG color wheel and pinholes groups into a classification that is both reductive and contradictory.
Homebrew: I think that Mission Control’s color and type should be separated, giving players options of a Green National Military or a Red Launch Contractor. This issue will return later
Anyway, doing this rules-as-written, so I will just have to deal with it. I’ll go with JAXA (Japan Aerospace Exploration Agency) because then I can amuse myself with making dumb anime jokes.

I also get a Mission Control subtype (roll 5, +1 for Purple SP), which gets me Trade Association.

Trade association: The national space program is run by a professional association which makes different parts of the space program compete with each other but rarely if ever withdraws support for any part. Professional sports franchises are an example of a trade association.”


I honestly don’t know what to make of this, because the whole point of professional sports is going around in circles accomplishing nothing and that feels like a bad fit for a space program. This table is purely for flavor, though, so it doesn’t actually matter on the grand scale.



2.2 Other Starting Factions (SI 11)

Figuring out who else is in space requires switching books to This Space Intentionally, though the procedure itself is simple: roll 1d6 for the four other BSU colors, and on a roll ≤ 1 + the Era number the faction exists.

Proofing Note: Eras are always referred to by their name rather than their number, which gets unwieldy to remember.
Anyway, the only faction to get a 2 or lower is Green, so they’re going to be our First Wave Faction. First and Second Wave factions use the same mission control tables we do.

I roll a 6 for Regional Bloc, then 3 for Free Trade Zone and get ASEAN (Association of Southeast Asian Nations). We don’t have to do anything else with them for now.

Commentary: Third Wave factions are described as “come[ing] from a much wider pool of potential real world organizations that follow this second wave” and then not included in any of the books - instead we’re told to email the author to get them. I have no idea why, since they could be put up on itch as a demo product for free until they are fully incorporated.

Commentary: Something I really, really like about the game is that other factions exist in a sort of quantum state where they’re doing their thing in the background and you don’t need to worry about them unless they overlap with what you’re doing. That is an extremely good way of limiting scope to manageable levels.


3. Spacecraft (CR 40)

There is an extremely complex build-your-own-ship system in 60 Years, inherited from High Frontier - thankfully, the book also provides six premade ships, two for each quality level, on handy printable cards. I roll odds, and end up with a 360-tonne electric rocket. I’m going to call it the Hayashida, because of course I’m going to.

Proofing Note: The premade ship cards start on CR 51 - The heading on CR 40 does not include a page number, only saying that they’re at the end of the chapter.

Proofing Note: The spaceship cards have criteria for upgrading, where you flip the card over upon hitting certain criteria - “Flip after X years at a Y class factory you helped build.” I don’t know how these relate to each other. Can I just upgrade whenever it's 5 years after launch? Do I have to park the ship at the factory and wait 5 years? Does the factory have to exist for 5 years?

4. Mission (CR 41)

First we roll d6 to find our mission type: 6 gets me an Industrial mission, so I bop on over to that subtable. There are some modifications to the second roll depending on my loadout: since my ship has an ISRU (in-situ resource utilization) 2 (lower is better) raygun (pew pew), the modified roll is 2d6-1, minus my ISRU of 2. I got 1+3 on the roll, minus 3 for the mods, back down to 1, which marks my destination as 5145 Pholus.

Wikipedia Dive: 5145 Pholus is an asteroid on one hell of an eccentric orbit - 91 years long, 8.8 AU at the short end and 31.9 at the maximum, crosses the orbits of Saturn, Uranus, and Neptune. The bosses are sending us out to the fucking boonies with this one.

Mechanics-wise, though we don’t have to care about this part just yet, Pholus is a Size 4 site with Hydration 4, and can support a C-Class factory.

Proof Note: Probably best to add asteroid serial numbers for added clarity i.e. that they aren’t moons.


4.2 Determining Claim (SI 142)

Since we’re a second-wave crew, we have to roll to see if our mission site has already been claimed by another faction - this involves jumping books to This Space Intentionally again to a table with unclear directions: I’m operating under “roll Xd6 equal to Era #, add hydration, subtract Heliocentric Distance Modifier, compare the entry on the table to your target, if the criteria match then another faction is already there.”

I roll a 6 + 4 for hydration, -5 for distance; 5 on the table gets us a crewed Glory mission with inbound and outbound hazards.

Houserule: If the roll on this table doesn’t interfere with my mission, I'm going to give the faction a claim on a site that qualifies. 
In this case that’s going to be an unmodified d6 roll on the Glory destinations table on CR 42: 4 gets me Comet Wilson-Harrington for Green. They might have done more missions elsewhere, but quantum will elide that for now.
Wikipedia Dive: 4015 Wilson-Harrington is a comet about 4 km across with a rather small 4.25 year orbit that occasionally brings it relatively close (0.4 AU) to Earth. Solid pick, Green.
Hazard rolls are just a plain 1-in-6 for non-player factions, I roll two of those and…that’s a 1 and a 6. Green’s mission to Comet Wilson-Harrington is a catastrophic failure with all lives lost, though they still maintain a claim on the site.
Proofing Note: This table needs relabeled, “Claim Level” makes it seem like it’s measuring “How strong is the claim” when that isn’t a mechanic. This is more of an “NPC Mission Simulator”

3.2 Crew Module (CR 44)

So the last part of the ship is the Crew Module, where my astronauts will be living. It’s placed here, rather than with the rest of the spaceship section, because the Crew Module Builder heading is located inside the mission tables. There’s 3.5 pages of mission stuff, then half a page of crew module stuff, then another full page of mission tables, and then the table you roll on to determine the module.

Proofing Note: If keeping things in a coherent order would result in lots of whitespace, fill it with images, sidebars, or other fluff, or just keep the whitespace. I'd rather have stock images and whitespace than poorly-positioned tables.
I roll a 4 on the table, which means my module has Mass 1 / Rad-Hardness 4 /  Thrust 8 / Fuel Consumption 8 per burn / Aftetburn 2, ISRU 4, and has both a buggy and its own propulsion system.

5. Crew

Now, at last, we get to character generation. The placement here, after the ship and mission are already settled on, isn’t really an issue but I do think it wouldn’t hurt to move it back to after the Mission Control section.

Since I’m using a standard 4-person team, their roles are already set: I’ve got a Pilot, a Mission Specialist, a Payload Specialist (Engineer), and a second Payload Specialist specific to my Mission Control type. National agencies give us a Science Specialist.

Each role on the ship has two archetypes to choose from, which provide a character with their age, stats, skills, and service history. These are all pre-set, though you can adjust them later on with some point-buy.

Since my characters don’t have names yet, I’ll be calling them HAYASHIDA-#.

Stats are listed in order Physical / Mental / Social / Capital - I'm not using the point-buy system for stats or skills, premades all day erry day.

Though even with the premades there are bonus skill points: this is a problem, and will be explained below. I'll figure those out later.

HAYASHIDA-1

  • Role: Pilot 
  • Archetype: Test Pilot (Space Plane)
  • Age: 42
  • Stats: 5 / 5 / 4 / 4 
  • Skills: Pilot 6, Devops 5, Engineer 5, Teleops 4, Industry 4, Research 4
  • Service History: Carries the ripcord of a parachute that failed to open (backup worked)


HAYASHIDA-2

  • Role: Mission Specialist 
  • Archetype: Robotics Specialist
  • Age: 31
  • Stats: 4 / 5 / 5 / 4 
  • Skills: Teleops 5, Research 5, Engineer 5, Industry 5, Bypass 4, Suffrage 4, Devops 4
  • Service History:  Pet robot


HAYASHIDA-3

  • Role: Payload Specialist #1 (Engineer)
  • Archetype: Political Appointee
  • Age: 37
  • Stats: 5 / 4 / 5 / 5 
  • Skills: Antitrust 5, Negotiate 5, Industry 5, Recruit 4, Combat Ops 4, Engineer, Firearms 4
  • Service History: Has futurist mentor as contact.


HAYASHIDA-4

  • Payload Specialist #2 (Science) 
  • Archetype: Science Influencer
  • Age: 30
  • Stats: 4 / 5 / 5 / 5 
  • Skills: Research 5, Antitrust 6, Interview 4, Devops 4, Bypass 4
  • Service History: Athlete

Commentary: I actually really like the archetype system here, as it’s a good amount of flavor for something that only has a couple variables. And, most importantly, it’s one page per archetype. And the service history bits are reminiscent of MoSh trinkets and patches, which I love to see in any context, but with a wider array of options: characters could have false teeth, or ADHD, or ethics complaints.

Commentary: Annoyingly, there are minimum skill requirements for crew roles, and not all archetypes meet the minimum requirements for their own roles, necessitating that you spend your bonus skill points to reach baseline competency. Nah. Absolutely not. It's not a bonus skill if it's required, that's just a premade template that starts with fewer bonus points. If players are going to need to buy the skill anyway to play the game, it should be wrapped into the premade archetype.



5.1 Ranks (CR 80)

Rank is one of those things which is likely to come up more when playing this game zoomed-in, which I don’t plan on doing particularly often. It barely applies for White BSUs, since a character’s rank is literally just their position or just “Astronaut.” Its main purpose is for when you have multiple players and one of them pulls rank, which isn’t relevant to dollhouse solo play.

5.2 Parents (CR 83)

We have to calculate the Capital rating of each crewmember's parents by rolling 2d6, treating the crewmember's Capital as a third roll, and then picking the middle number. Then you use the difference in those two numbers to derive if they're still together or not.

Anyway. H-1 and H-4's parents have matching Capital scores, which is "Parents remain together financially despite different demographic backgrounds", and we a new nationality and ethnicity for a random parent. It doesn't specify which table to use here, but the other option of mixed-background parents says to use the Colonist Nationalities table on CR 100 so I'm going with that.

H-1's father is from Turkey, H-4's mother is from Tanzania. 

H-2 and H-4's parents remained married; H-2's father and H-4's mother have capital ratings of 2, which means that they were economic immigrants to Japan: H2's dad was born in Morocco, H4's mom was also born in Turkey. 

This is all for roleplaying purposes, but in this case the weird roundabout dice finagling ended up with an interesting result ie apparently this timeline involves Japan really loosening up immigration to avoid demographic collapse and gets a lot of migrants from Africa and the Eastern Med. That's actually really cool, I like this section a lot more than I thought I would.

5.3 Siblings (CR 83)

1d6-1 four times, take the second lowest for # of siblings; lowest result +1 is your position; middle result of 3 rolls of 1d6-1 indicates age gaps between siblings.

H-1 and H-2 are only children, H-3 and H-4 are the youngest of 5 and 4 children, respectively. I rolled for age gaps, but it doesn’t matter. This isn’t like bonds in Delta Green, there’s no mechanical aspect to these characters, they’re for fluff purposes and roleplaying when you’re at the zoomed-in character level.

5.4 Disposition (CR 84)

These are tied to like, a family-level BSU and I don’t know why. It’s just a d6 roll for “how did you grow up”. probably shouldn’t be named “disposition”, it’s too close to outlook and philosophy.

H-1 & H-4 were basically latchkey kids, H-2 had issues with authority, H-3’s parents were disciplinarians. 


5.5  Callsigns (CR 84, table is on CR 86)

Instead of names (since there are so dang many cultural backgrounds astronauts come from), the game gives everyone a two-word callsign as their main identification. Despite my evergreen adoration for a good ol’ Delta Green style “Agents HODAG, FLATWOOD, and DOVER walk into a bar armed to the teeth”, the sauce is not here with the list. Rolling on the d666 table I get:

  • Turnover Scale
  • Patient Vector
  • Geyser Albedo
  • Force Rocket

Patient Vector is good, but the rest aren’t hitting. Force Rocket is fucking fantastic, but that’s because it’s incredibly silly.

I think that part of the issue comes from the usage of themed names, but the themes are aspirations, computing, engineering, physics, planetology, and rocketry - appropriate to the setting they may be, but most of them lack oomph. Legendary swords might not be space focused, but it gives you Caliburn, Dhulfiqar, Hrunting and Nandaka and that’s an upgrade from Humble, Map, Fin and Plume.

A good callsign helps evoke the characters qualities, even vaguely: if four astronauts are only going to be named Sparrow, Magpie, Falcon and Vulture, players would have something to work with even with no other indicators of personality.

Homebrew: Single-word callsigns better, but there needs to be a better list. Or just Shipname-plus number.
Since I haven’t filled out the demographic details yet, I’m going to hold off on names. When I actually get to them, I am probably going to do what I usually do, which is look up sports teams from that country and start grabbing names. Or in this case, more Dorohedoro and/or Dai Dark references.

5.6 Outlook & Philosophy (CR 85 & CR 88)

Andrew informed me on Bluesky that these elements were getting replaced in the next version, and since I’m not going to be zoomed-in much at all I am not supremely attached to them. They’re more fiddly than they’re worth, and I’d rather just use one of the many disposition / personality tables I have lying around. 

I am, however, going to use this as an opportunity to illustrate why the color system doesn’t really work as written.

The Green crew philosophy is Liberal

“Liberals usually embrace freedom of choice in personal matters, but tend to support significant government control of the economy. They generally support a government-funded “safety net” to help the disadvantaged, and advocate strict regulation of business. Liberals tend to favor environmental regulations, defend civil liberties and free expression, support government action to promote equality, and tolerate diverse lifestyles."
If we move up to the Mission Control BSUs (CR 37), we get

“Green BSUs are cooperatives, unionized or socialist organizations…[they] are socialist and collectivist with few restrictions on personal freedoms but an overall expectation that a person will sacrifice some of their economic gains for the state."
But if we look over to the Green mission control type (CR 39) it’s “Regional Organization”, the provided table is for Regional Trade Blocs, with the options

  • The European Union
  • MERCOSUR (the Southern Common Market)
  • SACU (South African Customs Union)
  • GCC (Gulf Cooperation Council)
  • CAN (Andean Community)
  • A Free Trade Area (NAFTA, APTA, ASEAN, ALADI, CISFTA, SAARC)

If the Gulf Cooperation Council - consisting of  Bahrain, Kuwait, Oman, Qatar, Saudi Arabia, and the United Arab Emirates - qualifies as a socialist organization that defends civil liberties and freedom of expression, I’ll eat an entire hat.

When rolling for social / political / mission control trends, higher numbers = better results, lower numbers can lead to some real Mothership horrorshows. The BSU colors exist on a linear spectrum,, where you get a flat bonus / malus ranging from -2 to +2 on a 2d6 roll, or -2 to +7 on 1d6, which are ordered as follows:

  • Red (Authoritarian)
  • White (Nationalist)
  • Green (Liberal/Leftist)
  • Purple (Centrist)
  • Orange (Capitalist/Libertarian)

SpaceX and Lockheed Martin, as Launch Contractors, are Orange factions; within the mechanics of the game, space-society is better off under the purview of Lockheed Martin than anyone else. 

You know, that sterling paragon of human rights, Lockheed Martin! Lockheed Martin, who is currently raking in immense profits as their products are used to slaughter civilians in Ukraine and Palestine, that Lockheed Martin! Lockheed Martin, a company whose entire existence is predicated on the mass production of ghosts and corpses!

That Lockheed Martin.

The MtG color wheel works because it’s based on vibes and association: scale it up, scale it down, apply it to whatever, it’ll work in the same way a horoscope works - because it’s not linked to anything real. A fascistic hellhole and a fully automated communist utopia could both be white/black. The set’s main villain and hero could both be monoblue. You could have a green vampire and it would be a noteworthy departure from the norm, but it wouldn’t be impossible. 

If you link the color wheel to something specific and real, it’s going to fall apart because reality is a contradictory morass of bullshit and nothing in the universe has nice neat gameable divisions. The one thing that doesn’t have exceptions is the rule that there are always exceptions.

Homebrew: As with the Space Politics, I think the best option here is to use a nice, generalized "how's shit at home?" defcon scale. Disconnect them from mission control types so every type can be every color, and adjust the political trends that change your MSCU color to more general "shit gets worse / better back home" instead of explicit adoption of new forms of politics. Folks can imagine what that entails, especially with the trends doing heavy lifting.

Homebrew: Honestly, Purple and Green should probably have their political trends switched. Or maybe political trends can also be from adjacent columns. Or maybe political trends can be dropped, or maybe they need a total overhaul. I don't know, I like the political trends the least of the three types and find them the least interesting by far.

 

5.7 Sleeping Arrangements (CR 89)

An optional bit to determine who’s bunking with who. The section says it’s not necessarily a sexual relationship, but with the way the section is actually written that feels rather flimsy. There’s some MCSU-specific stuff, but I don’t think it adds much even to this already-optional section. 

I would normally ignore this, since I’m going full zoomed-out play, but I’ll do it for illustrative purposes.

You have to roll 1d6-1 at [-] for every crewmember, representing # of potential arrangements. Then you roll for the intended recipient of each potential arrangement. Then any reciprocal arrangements are kept and the rest are ditched.

Crunching the numbers: H-1, H-3, and H-4 have earthside partners, though H-1 and H-2  have a thing going while on mission. 

Since my BSU is White, I then ignore basically of that, because White factions mandate relationships at home, and intra-crew ones are not permitted. I don’t know why this comes after the roll. Anyway, H-1 and H-2 have a thing and mission control doesn’t know.

5.8 Nationality (CR 98)

With the crunch out of the way, we start on the demographics fluff. I don’t know why this is after we calculated the crew’s parents’ economic bracket, since normally you want to go broad > focused with this sort of thing. But I digress. 

“Crew and mission control contact nationalities will match the mission control nationality on a 2D6 roll less than or equal to the nationality mix number determined by the mission control or faction BSU. In the Crewed Rules, this will be 2 if the mission control or faction is Red, 3 if White, 4 if Green, 5 if Purple and 6 if Orange.”
I think the bolded bit is an error, because as-written it means that crew in Red factions have only a 1-in-36 (2.77%!!!!) chance of being from the org’s nation of origin, despite being the space fascist BSU.

So I flipped the roll, nationality matches if you roll higher than the provided number. All four of my crew rolled over, so everyone is from Japan.

5.9 Ethnicity (CR 105)

Three options available here for Japan: Hisabetsu Buraku, Japanese, Ryukuyan. While I would love to have Golden Kamuy in space, Ainu is not an option. None of my crew get an ethnic minority.

Proofing Note: The tables are found after the Gender and Pronoun sections, despite the headings being before them.

Proofing Note: Several countries (DRC, Ethiopia, Kenya, Sudan and Tanzania) on the nationality table are appended with “AfriSpace”, a term that appears only on this table and a minor faction blurb for Somali Pirates In Space (apparently not a joke). Digging around Wikipedia I was able to find two hits for “AfriSpace” - a defunct satellite radio company that abandoned that name in ‘92, and an early proposed name (~2012) for the African Space Agency (founded in 2023). I can only assume this is a remnant from a draft written before the founding of the ASA, that was probably aiming for an org related to the East African Community / proposed East African Confederation / Federation. Though the EAC doesn’t include Ethiopia or North Sudan, and otherwise includes Burundi, Somalia, Rwanda, and Uganda.

 

5.10 Languages (CR 105)

Since none of my crew are Ryukuyan, they all speak Japanese.

5.11 Gender (CR 101)

This is actually the table for determining sex, and it includes several neat sci-fi options that are unavailable until later eras. My pilot is a lady, the other three are dudes.

5.12 Pronouns (CR 103)

This is the table for “public pronouns”, i.e. what everyone goes by in the public sphere according to broader social conventions influenced by space politics. The idea is that every time the game moves into a new era, you roll on this table to see what pronouns everyone uses.

I rolled a 6, +3 for Purple space politics is 9: they / them / their / their / themself

"…indicate a willingness to engage with preferred pronouns without adopting a gender inclusive interpretation. They-singular allows for private gender expression which does not publicly intrude on others: if gender is publicly expressed, then the preferred pronoun will be used instead of They-singular. The individual can choose whether their public pronoun is their preferred pronoun.”

I get what the intent was, but I don’t think it works at all.

The primary issue here is that it’s entirely dependent on Anglophone conceptualizations of how gender and language intersect. Many languages from all over the world don’t make gender distinction at all in pronouns, or the distinction isn’t male / female (usually animate / inanimate).

ex. Modern Standard Chinese only has a difference between he / she / it (animate) / it (inanimate) in writing, and that was only introduced after increased contact with Europe: in speech, they’re still all pronounced identically, tā.

This table then kinda smooshes together 

  • How crewmembers identify themselves (the pronouns themselves)
  • General cultural attitudes towards gender (the descriptions)

And some of these descriptions are pretty goofy, ex:

Hehe or sheshe [...] pronouns are used by gender anxious societies to stress the differences between genders. In some instances, the number of hes and shes may literally match the number of X and Y chromosomes the individuals has (especially where XYY and XXX chromosomal individuals are idealized; 1 in 6 ), but usually one of the pronouns is used to indicate the individual’s gender presentation and the other the “biological gender”, whatever that means. If the Space Politics is White, mixed gender pronouns are discriminated against”
There is no natural language that even comes close to this, to the point where it reads like a parody; the social element is just “cultural anxiety about non-conformative gender presentation”, it doesn't need to be exaggerated to this extent to get the point across.

TLDR if this is going to remain in the game, I think it should be split into two tables: one for the broader cultural attitudes (modified by space politics) and one for character-by-character expression (modified by MCSU)

And with that, we're basically done with setup. Next post, the Hayashida sets out on her great voyage to frozen asteroid in the ass-end of nowhere.

 

Cue the Outro Music

I have definitely, 100% missed some bits. Comes with the territory, and the layout doesn't help.

But. Through a combination of book updates and me just reading things enough for them to start making sense (wait until we actually get to space travel, it took me 45 minutes to figure out a single paragraph.) have put this in the realm of actually potentially playable.

It is still an immeasurably frustrating game, and its frustrating because it scratches an itch that no one else is scratching. I am the target audience for this game. "Hard-science procedural space exploration solo rpg" could only be more me-coded if there were magical neanderthals in it, and you know what I've read ahead in All Errors and there are definitely neanderthals!

But it's just the highest-friction game I've ever done read. Having to switch between multiple books to set up a basic game, having to constantly flip back and forth because tables that aren't where they're supposed to be or because sections aren't in a logical order, having to reread single paragraphs five, ten, twenty times because the directions don't parse...all of that is absolutely maddening. And I am not going to be one of those people who comes out the other end and says "but it was all worth it", because it absolutely isn't: the complexity of the game is friction enough, the basic task of reading the book and understanding the game rules shouldn't be this hard. Tables should go under the appropriate section headings and no reasoning known to man or beast will convince me otherwise. I desperately wish this game had an open license or a SRD.

Regardless. The white whale is in my sights.