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#StateVector
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A spread of the core rules of State Vector RPG. It has too much text for an alt text, but here is the first column:

Core Rules
Core Gameplay Loop
Roleplaying is a conversation. The game is separated into scenes, which the director describes to the players. The players then describe how their PCs behave, and the director describes how any NPCs react. This goes back and forth until the scene ends. Often a scene has a clear goal, a situation that needs to be resolved, or a crisis to be averted, but occasionally a scene is more free-form and just there to create a shared story.
Throughout the book, we will use two ways to mark certain words. Green for rule words and red for lore words. Whenever you see green or red text like this, the words are either part of the rules and don't exist like that in the game world, or part of the lore of the universe, meaning the people living in it would know and use them.
Challenges
During a scene, there come moments in which something has to be decided. Can you fix the broken air filtration system in time? Can you hit the target with your pistol? Do you convince a barkeeper to let you in the VIP area of a nightclub? These situations are called challenges. And each challenge requires at least one roll to resolve.
A simple challenge puts the players into a situation that their PCs must resolve using skills. While the director might have already a fitting skill in mind, it's best to let the players come up with a solution first and then see if this solution makes sense and which skill to use.

A spread of the core rules of State Vector RPG. It has too much text for an alt text, but here is the first column: Core Rules Core Gameplay Loop Roleplaying is a conversation. The game is separated into scenes, which the director describes to the players. The players then describe how their PCs behave, and the director describes how any NPCs react. This goes back and forth until the scene ends. Often a scene has a clear goal, a situation that needs to be resolved, or a crisis to be averted, but occasionally a scene is more free-form and just there to create a shared story. Throughout the book, we will use two ways to mark certain words. Green for rule words and red for lore words. Whenever you see green or red text like this, the words are either part of the rules and don't exist like that in the game world, or part of the lore of the universe, meaning the people living in it would know and use them. Challenges During a scene, there come moments in which something has to be decided. Can you fix the broken air filtration system in time? Can you hit the target with your pistol? Do you convince a barkeeper to let you in the VIP area of a nightclub? These situations are called challenges. And each challenge requires at least one roll to resolve. A simple challenge puts the players into a situation that their PCs must resolve using skills. While the director might have already a fitting skill in mind, it's best to let the players come up with a solution first and then see if this solution makes sense and which skill to use.

Getting somewhere with the layout for #StateVector rpg. I'm still not super sure about the lore and rules text colorings. I like them in general, but not sure how often I should mark a specific word per spread. Is this okay or too much?

Right now I only mark the first appearance per spread.

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The cover page of the work-in-progress tabletop roleplaying game State Vector by Emanuel May. It shows a realistic spacecraft accelerating away from a blueish planet. The spacecraft is white with some blemishes, has a large protective shield in the front and a rotating habitat for the crew. Large containers for cargo and fuel are strapped to the main axis of the spacecraft, followed by the fusion reactor and the drive. Large glowing radiators are spreading out from the reactor.

At the top of the cover you see part of a planet, covered mostly in water. The title logo states "State Vector - A hard science fiction rpg" in golden-orange letters. At the bottom of the page is the name of the author "Emanuel May" and a "Human Made - No AI" logo.

The cover page of the work-in-progress tabletop roleplaying game State Vector by Emanuel May. It shows a realistic spacecraft accelerating away from a blueish planet. The spacecraft is white with some blemishes, has a large protective shield in the front and a rotating habitat for the crew. Large containers for cargo and fuel are strapped to the main axis of the spacecraft, followed by the fusion reactor and the drive. Large glowing radiators are spreading out from the reactor. At the top of the cover you see part of a planet, covered mostly in water. The title logo states "State Vector - A hard science fiction rpg" in golden-orange letters. At the bottom of the page is the name of the author "Emanuel May" and a "Human Made - No AI" logo.

I'm happy to share with you the cover image for #StateVector :) there will be adjustments before release of course, but I'm already quite pleased with how it looks!

Huge thanks to @lurnoise.bsky.social and @satelitesnaturales.bsky.social for their work on the illustration and logo design!

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I hate that I am so bad at anything visual. But I can't really put out a website for #StateVector that is just pure text, can I? ๐Ÿ˜

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Very close to have the Society rules ready for public playtesting. It's #StateVector RPG's faction system, designed to bring interesting narrative over long time-frames that come with slower-than-light interstellar travel.

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The new resolution mechanics underneath #StateVector are taking shape. The "2d10 roll under and resolve individually" is getting somewhere. It also solves a few annoying things in other parts of the rules.

Only problem right now is that it feels too easy (while the previous YZE was too hard)

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A screenshot of the State Vector Catalog tool. It has two panels: A main panel on the right side showing partially the orbits of Earth, Venus and Mercury in yellow, green and orange respectivaly. A pink line shows the travel path from Earth to Mercury. On the left side is a panel showing the current date (Janurary 01, 2300 14:08 UTC) and the time controls. Underneath is the travel mode, which shows the maximum available delta v of the spacecraft, it's maximum acceleration and the delta V used for the transfer: 500 km/s. Underneath are stats for the travel, including the distance of 0.85 AU, the communication delay of 6 min and the total travel time of 6d 4h 39 min. This total travel time is then also subdivided into two burn phases (acceleration and decceleration) of 7h 4 min each, and the remaining coasting time of 5d 14h and 29 min.

A screenshot of the State Vector Catalog tool. It has two panels: A main panel on the right side showing partially the orbits of Earth, Venus and Mercury in yellow, green and orange respectivaly. A pink line shows the travel path from Earth to Mercury. On the left side is a panel showing the current date (Janurary 01, 2300 14:08 UTC) and the time controls. Underneath is the travel mode, which shows the maximum available delta v of the spacecraft, it's maximum acceleration and the delta V used for the transfer: 500 km/s. Underneath are stats for the travel, including the distance of 0.85 AU, the communication delay of 6 min and the total travel time of 6d 4h 39 min. This total travel time is then also subdivided into two burn phases (acceleration and decceleration) of 7h 4 min each, and the remaining coasting time of 5d 14h and 29 min.

#StateVector Catalog now renders nice trajectories for transfer orbits. They are not physically accurate yet, but a plausible approximation. Here's one from Earth to Mercury in 6 days.

catalog.statevector-rpg.space/Sol

That's enough time spent on this distraction, let's get back to game design :)

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I really need to get my ass up and start writing more of the content tables for #StateVector. I love designing the rules, but hate writing down the contents of tables.

I mean I chose to have a life path system with various careers, better start writing down more than one career!

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I think for #StateVector I will have to hire an experienced solo rpg designer. I personally can't really get into solo RPGs, so whatever rules I could come up with will never be as good as that of someone who plays them themselves.

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State Vector Star Catalog

#StateVector Catalog now has a space travel calculator, which takes relativity into account! Use it for your favourite hard-sf #ttrpg!

What other features would you like to see?

catalog.statevector-rpg.space

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In my #StateVector setting the limits to communication are the same as in reality: light speed. As it's an interstellar setting, this comes with some complications as it will take years before information will reach the closest other colony.

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State Vector Star Catalog

The map tool I created for #StateVector is now available. It's a star catalog you can use for any scifi rpg (or just because!).

It's still very early in development, but the technical-minded can upload their own yaml files to add custom planets and other objects!

catalog.statevector-rpg.space

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Hey, I'm Emu, an ex-video game developer and now #ttrpg designer and writer. I am GMing and homebrewing for 20 years and working on my debut hard science fiction rpg #StateVector for the last three-ish years now. It's slowly growing, while getting playtested at the moment.

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Man, these last few months have been busy, just not as much on #StateVector as I hoped. Hopefully things will calm down again soon, so I can run more test sessions and finish up the book.

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Still working on my hard science fiction TTRPG #StateVector about slower-than-light space travel and how it changes societies. Hopefully I have a playtest version ready this summer!

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A screenshot of a website, showing a two-pane view. The left sidebar is showing the words "State Vector RPG - Star Catalog" and information about the star system Alpha Centauri and its component stars. The right side shows a 3D map of the nearest stars, with Alpha Centauri being selected. Other stars shown are Sol, Barnard's Star, Kruger 60, 61 Cygni, Ross 248 and others.

A screenshot of a website, showing a two-pane view. The left sidebar is showing the words "State Vector RPG - Star Catalog" and information about the star system Alpha Centauri and its component stars. The right side shows a 3D map of the nearest stars, with Alpha Centauri being selected. Other stars shown are Sol, Barnard's Star, Kruger 60, 61 Cygni, Ross 248 and others.

My little side project (but still related to #StateVector): An online 3D map tool you can use to explore the 20ly around us. It's still a WIP but will allow GMs of State Vector and other RPGs to explore the nearest stars and upload their own catalog for other settings.

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Not posting super much these days, just too busy with life. Hopefully I have something nice and new to show in a week or two :) working on something for #StateVector that can also be of use to GMs of any other (hard) SF rpg!

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Preview
a man is typing on a computer keyboard while making a face . Alt: Jim Carrey is typing exaggerated and fast on a computer keyboard while making a funny face.

Was sick for a week, but I'm feeling better today, so let's get cracking on those chargen tables for #StateVector!

I love life path systems but writing down all the careers and fluff text for them...? Well, got to live with the consequences of my decisions

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I create so many spreadsheets for the design of #StateVector I'm honestly wondering sometimes if I should just ship some of them with the game eventually. Or at least make them available on the website after.

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A scene of a public space inside a cylindrical rotating space station, called an O'Neill Cylinder. It shows a serene scene with trees and other plants growing in neatly placed areas. A number of people are present and going about their lives: Families, friends and an ice cream salesperson, all transhuman or robotic in a diverse but inclusive way. Some blemishes in the structure show that this space station is quite old, but the community takes care of it. In the background a window shows the rest of the space station cylinder, with forests and cities interspersted by large open spaces that show the empty space outside and let in light.

A scene of a public space inside a cylindrical rotating space station, called an O'Neill Cylinder. It shows a serene scene with trees and other plants growing in neatly placed areas. A number of people are present and going about their lives: Families, friends and an ice cream salesperson, all transhuman or robotic in a diverse but inclusive way. Some blemishes in the structure show that this space station is quite old, but the community takes care of it. In the background a window shows the rest of the space station cylinder, with forests and cities interspersted by large open spaces that show the empty space outside and let in light.

The amazing @lurnoise.bsky.social worked on this illustration for #StateVector. It shows a scene inside an O'Neill Cylinder space station in the hopeful future of my rpg setting. A diverse group of people live together and keep this place not just running but thriving.

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My species/genotype creation system for #StateVector is coming along well.

I think when I'm done I'm going to run a short 'playtest' (creation test?) in which I ask my players to come up with crazy genotypes to see if the math holds :)

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I finished the society rules of #StateVector, at least the first draft of them. Now back to character creation, my old nemesis.

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Had the first real playtest of #StateVector today! Went really well, but then again I wanted to avoid using all kinds of mechanics for the first session. We had mechanic-specific targeted playtests before (like only combat), but this was to start an actual campaign to see what's missing.

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So... Even though I made strict plans on what should be in the playtest/ashcan version of #StateVector, I just started designing a system that has no priority at all. But it tickles my brain not to write it down, so let's get this out of the way and then get back to character creation rules!

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Next to Transhuman Space, the best hard science fiction TTRPG I've ever played! It's the better Eclipse Phase rules-wise and a huge inspiration for #StateVector. If you like scifi that makes sense and don't mind a bit of horror, give this one a try!

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While I personally love large item lists in #ttrpgs, I understand it's not everyone's cup of tea. So for #StateVector I will create a list of basic items that fit most games and item generation rules GMs can use to create more variations of the basic items. It can also be used as crafting rules.

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I have a lot of ideas to get on paper for my #ttrpg #StateVector. But I'm not sure all of them are necessarily required for the first release. Are source books a thing in indie RPGs? Like do you guys expand your settings or systems with more books about specific topics?

I can only think of SWN...

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I'm Emu, currently working on the hard-sf #ttrpg #StateVector, a neotrad mid-crunch YZE-based game about humanity spreading to the stars. There is no FTL, so decades or even centuries may pass during a campaign and whole civilizations may change or fall in the meantime.

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Continuing to write the first introduction adventure for #StateVector a bit this week, to get a break from rules design. It's also a good way of making sure the existing rules and mechanics fit the intended mood and theme.

The first adventure is very local and political, with no planned combat.

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Post image

A slightly sleeker colony ship, my last early sketch for State Vector.
#art #conceptart #scifi #StateVector

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To release a Playtest version of my hard sf ttrpg #StateVector :) and to play more in general. I now have two groups (one local, one remote), but scheduling is, as usual, hell. Hopefully we find more time to play in 2025.

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