
I'm exhausted of living in hell, so I spend my time building blueprints for heaven.He/him | 24 | aspec | ASDWorldbuilding Projects:Astra Planeta | Arcverse | Orion's Echo | SphaeraThe Midnight Sea | Crundle | Bleakworld | Pinereach
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Dev Diary 1 - What Is Torchship?
Dev Diary 1 - What is Torchship?
Hello everyone! I’m Erika Chappell, @open-sketchbook on tumblr, and I’m the game designer for Torchship, the space exploration tabletop roleplaying game. I’ve been working on this game, in some form or another, since 2016, and it’s incredibly exciting to be approaching a form with it that we can show off to other people.
Showing off is the point of these dev diaries; we’ve done an enormous amount of work behind the scenes over the past year, and while not all of it is ready for primetime and not everything fits together properly yet, there’s a huge amount of game and world and I’m tired of waiting to show it off. These dev diaries will be a way of showing off what we’ve done, share what we’re working on, and get excited about what’s to come.

What is Torchship?
As this is the first diary, I should probably talk about what the game actually is, right?
Torchship is a tabletop roleplaying game about exploring a vast and complex future galaxy of mysteries and danger. It is a traditional structured game with a GM and multiple players, who take the role of the foremost crew members of a rocket ship in uncharted space. It runs on a custom d6 system, designed around a set of solid core mechanics which expand into in-depth subsystems for whatever part of the game interests you.
It is, in many ways, a very retro sort of RPG. It’s deliberately aiming to be maximalist, not minimalist, with extensive and interlinking systems available for whatever possibilities your stories run into and mechanics everywhere you look to sink your teeth into. Each individual mechanic is simple and the game is designed so that you only deal with small subsets at a time in places where it’s appropriate, metering out the complexity similar to how the Routine in Flying Circus cut down on the number of moves in play at any one time.
You play as members of Star Patrol, a multifaceted agency of the Interstellar Union of Republics, or Star Union for short. The IUR is a very new and relatively small alliance thrust to the status of a superpower by the collapse of the local empire. It is ringed on all sides by potentially or actively hostile states, not to mention the looming threat of godlike powers and ancient civilizations that truly rule local space.
Star Patrol are equal parts explorers, diplomats, prospectors, spies, and watchmen, tasked with the impossible task of charting millions of unexplored or long-lost stars for resources, allies, and advantages as the borders close in and the power vacuum closes. Funding is tight and resources scarce; you’ll be the only ship for dozens of light years, but if you’re successful, if you can light the way, the future might be bright after all.

FTL Drives & Radiators
While Torchship’s inspiration is obvious, it might be more accurate to say that it is informed by Star Trek. It is not an attempt to make A Trek Game that directly emulates the feel of an episode; it instead aims to explore, reimagine, critique, and deconstruct its inspiration while injecting new ideas from outside.
One of the main ways it differs is by lingering on logistical concerns which are usually handwaved away and emphasising that you are space explorers, people out in the vast expanse, clinging to fragile bubbles of oxygen and water. Our mission statement for tone is Star Trek with Radiators; shiny space ships with all the retro trappings combined with the enormous glowing heat management systems.
This is deeper than just an aesthetic. Torchship is not hard science fiction, but there is nothing stopping you from putting realistic reaction engines and impossible teleporters side by side, nor from treating that teleporter as a complex machine that still obeys some kind of laws.
Or, in other words, the ship can go faster than the speed of light, but it still needs to do something with the waste heat it generates.
This principle manifests in dangers: Decompression, high-g forces, and radiation are huge threats, heat builds up, vacuum sucks. Instead of the consoles exploding, projectiles zip through the hull and lasers chew through vital parts. But… it’s going to be okay, because you still have impossible energy shields and amazing medicine and tools to repair any damage.
It is also present in the politics and logistics focus of the game. Torchship is a game about scarcity; you have to carry all the resources you need with you, and there are no magic replicators. Somebody, somewhere, labours for everything you use. This system connects to the political aspect; all your choices will be reflected onto the Star Union as a whole, and will shape who they become over time.
Development
Right now, Torchship is in an alpha state. It is still actively being written and rewritten with an eye toward playtesting and public betas. We are filling out the website (which will act as a big setting encyclopedia) and assembling 3d assets for creating artwork.
Torchship is an independent production and it’s being developed by a very small team. Despite that, we’re going to make the best damn space game there ever was.
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