The Reverent Between is what the Somnambulist's AI called the gulf of stars between the crew's last stop at 186 Herculis and their fruitful colonization prospects in the constellation Lyra. I'm also deep in Insomniacs' editing and layout process, and that is its own sort of thoughtful journey. The Pillar of Contemplation The Pillar was … Continue reading Insomniacs: The Reverent Between
Some of my favorite games involve tactical movement where the risks and rewards are a known quantity. I'm a very visual person, so I think the focus on positioning appeals to me. A recent delve into blogs and forum posts helped me break through my creative block and come up with some core ideas for rpg firefights.
I haven't written up an Insomniacs session in a while, but our online group has been playing through the last of my prepped exoplanet scenarios and is heading into the strange and wondrous void of random tables.
When I was working on my last game, Glow in the Dark, I ran into this late-game slump where I'd foolishly formatted the text in my draft and now had to redo all the graphic design work. I'm proud to say that apparently that was a learning experience, because I've moved the Insomniacs text over from my google doc into Affinity Publisher way earlier than I did for Glow.
A rescue mission brings the PCs down to the surface of a hostile exoplanet.
The Somnambulist crew escapes 43-Lyrae-a's moon, we test out the new shuttle loadout, and downtime might actually work now.
What would the latest trindie rpg hotness look like mashed together and used to run car chases? Maybe this!