Total//Effect
Currently working on Valiant Horizon! Or at least part of it.
- Binary
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Re: Total//Effect
I've also written a few Phipps 23 style prompts over on Cohost:
https://cohost.org/binary/post/480829-l ... oid-phipps
https://cohost.org/binary/post/513147-l ... oid-phipps
https://cohost.org/binary/post/480829-l ... oid-phipps
https://cohost.org/binary/post/513147-l ... oid-phipps
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- Binary
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Re: Total//Effect
https://cohost.org/binary/post/530747-l ... oid-phipps
https://cohost.org/binary/post/566779-l ... oid-phipps
https://cohost.org/binary/post/572794-l ... oid-phipps
And 3 more!
But re: the quickstart, I had a slight revelation when trying to figure out how I could make this station more hard-science re: gravity: make it a rotating cylinder with 5 "rings" (replace the floors with these rings, then replace the elevator with a shuttle). This is basically the "hard science" idea for how station gravity works: the "inside" of the ring gains spin gravity thanks to centrifugal force). How this works for the hangars is:

https://cohost.org/binary/post/566779-l ... oid-phipps
https://cohost.org/binary/post/572794-l ... oid-phipps
And 3 more!
But re: the quickstart, I had a slight revelation when trying to figure out how I could make this station more hard-science re: gravity: make it a rotating cylinder with 5 "rings" (replace the floors with these rings, then replace the elevator with a shuttle). This is basically the "hard science" idea for how station gravity works: the "inside" of the ring gains spin gravity thanks to centrifugal force). How this works for the hangars is:
- On the "bottom" rings (Engineering and Operations) you have the main hangar in the center. This lets ships come in at 0-gravity and unload ore to be brought to the higher-gravity outer ring for processing and storage.
- The two "middle" rings (Admin and Security) have no entrance of their own. That's because the ships in there only come out in specific situations: they're loaded in manually otherwise. They do, however have exits: radial exit ports that come out from the center towards the outside, which lets them slingshot out of the station to exit.
- On the "top" ring (Executive level) you have the executive hangar. This lets important people come and go without interrupting operations. It also has a slingshot exit, because important people also want to exit quickly.

- Binary
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Re: Total//Effect
https://binary-star-games.itch.io/liminal-void Rules half of the quickstart is here! (Pass: liminal) Scenario half coming soon.
This includes basically the general roll resolution and combat, as well as some starting equipment/weaponry/enemies for the scenario. In addition to just more *content* the game proper after this quickstart/scenario will have a lot more stuff around advancement, ship stuff, and ~the income and expenditure economy~.
This includes basically the general roll resolution and combat, as well as some starting equipment/weaponry/enemies for the scenario. In addition to just more *content* the game proper after this quickstart/scenario will have a lot more stuff around advancement, ship stuff, and ~the income and expenditure economy~.
- Binary
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Re: Total//Effect
https://binary-star-games.itch.io/liminal-void-qs And the entire quickstart is here.
The scenario took quite some time, which makes sense because it's like 8k words (each point is a page or half a page).
The scenario took quite some time, which makes sense because it's like 8k words (each point is a page or half a page).
- selkie
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- Binary
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Re: Total//Effect
Nice! Let me know if you do!
I posted something on Cohost tearing down how I made the rules half of the quickstart, the scenario half is next: https://cohost.org/binary/post/762882-l ... id-quickst
I posted something on Cohost tearing down how I made the rules half of the quickstart, the scenario half is next: https://cohost.org/binary/post/762882-l ... id-quickst
- Binary
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Re: Total//Effect
https://cohost.org/binary/post/777152-p ... scape-from And here's the second half. I ran it yesterday for real, I've got a handful of revisions to make but otherwise it's fun as hell to run, groups will do all sorts of weird shit given tools that you'd never think of.Binary wrote: ↑Sun Jan 01, 2023 9:46 pm Nice! Let me know if you do!
I posted something on Cohost tearing down how I made the rules half of the quickstart, the scenario half is next: https://cohost.org/binary/post/762882-l ... id-quickst
- Binary
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Re: Total//Effect
Alright. Hard Swerve.

My group's feeling like fantasy, so I'm writing fantasy. Let's go.
Right now my main design notes are "Characters can't die, FFV style job system, unlock through Relationships." I think that's doable.

My group's feeling like fantasy, so I'm writing fantasy. Let's go.
Right now my main design notes are "Characters can't die, FFV style job system, unlock through Relationships." I think that's doable.
- selkie
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- Binary
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Re: Total//Effect
Made a packet with enough to start playtesting. Here's a sample class (I made 6). The idea is that as you gain relationships with other players and other classes, you can start cherrypicking stuff from them.

I chosted about it a bit here:
https://cohost.org/binary/post/919466-s ... ev-on-vali

I chosted about it a bit here:
https://cohost.org/binary/post/919466-s ... ev-on-vali