My interest in "Mayday" waned quicker than it took to recall why it had been shelved in the first place. I longed for something akin to "Starfleet" by Task Force Games or a space-based equivalent of "Jutland" by Avalon Hill, but without the inconvenience of sprawling setups on the floor. This desire sparked my ambition to create my own tactical space-based game. However, between work commitments and life’s other demands, my free time was scarce, though gradually, the game took shape.
By then, my friend and fellow gamer Ellis had finished his service in the Army and returned to Texas. The rest of our usual gaming group had drifted away, absorbed by their families and careers. Nevertheless, I found a few enthusiastic newcomers in local hobby shops. Together, we handcrafted the game board and counters, squeezing in sessions whenever possible. Over time, our game evolved as we inadvertently incorporated elements from other games, creating a hybrid I affectionately termed a "Frankengame."
I brought it to the attention to my new friends, but they seemed unfazed, content to continue enhancing our creation. We never officially named our project, though secretly I had decided to refer the original concept as "Far Reaches." As the game diverged further from my original vision, my enthusiasm waned for this mutated creation. The challenge was not just in the blend of components but in making disparate rules work harmoniously together, which proved to be our greatest obstacle.
A year had passed since beginning this endeavor, and despite our best efforts, we hadn't made any significant progress. Disappointed yet undeterred, I disengaged from the group and redirected my energy into my business, choosing to view the time spent as a valuable learning experience. Years later, inspired by revisiting the original rules I had penned, I transformed "Far Reaches" into a role-playing game (RPG). Now in its fourth draft, "Far Reaches RPG" has undergone three revisions. After a long hiatus due to my demanding business commitments, my renewed interest in the game "Traveller" reignited my passion for "Far Reaches." Motivated by this resurgence, I am now revisiting it again and refining the original rules to breathe new life into my creation.
If anyone is interested in helping develop Far Reaches RPG, please let me know. As I stated before, I'm in the amidst of a revision, the 4th draft, actually. The game is unlike anything seen before, as it is percentile based, and psionics work different than other RPG systems. Even the character creation is a bit different. Also, I like to leave the game's narrative open ended, at least for now. I'm willing to entertain new ideas as long as they aren't ripped off another game. Been there, done that. I'll post a sample character sometime soon, to offer an example of what I have in mind.
**Edit: Thanks to input from my Signal sci-fi group, the rules have undergone minor changes, including character creation, since this posting. Ergo, the rules are subject to change, at least until they have been standardized. I won't be correcting any posts made until we reach the point where the rules are fairly well along.
Character Profile Overview
Physiology Attributes:
- Strength (75): Strong, capable of performing physically demanding tasks with ease.
- Dexterity (63): Above average, showing good coordination and agility.
- Constitution (88): Very high, indicating robust health and resilience.
- Endurance (72): Good endurance, able to sustain activity and withstand fatigue well.
- Athletics (54): Competent in athletic pursuits, fairly adept physically.
- Combat (75): Skilled in combat, effective in physical confrontations.
Cognizance Attributes:
- Intelligence (94): Highly intelligent, excellent at problem-solving and analytical tasks.
- Wisdom (53): Average, possessing typical judgment and perception.
- Tech (72): Solid technical skills, adept with contemporary technology.
- Science (73): Proficient in scientific knowledge, capable of handling complex scientific challenges.
- Engineering (68): Good engineering skills, able to understand and apply engineering principles effectively.
- Tactics (74): Strong tactical abilities, good at planning and strategy implementation.
Psyche Attributes:
- Charisma (66): Fairly charismatic, somewhat persuasive and likeable in social situations.
- Willpower (89): Very strong willpower, mentally tough and persistent.
- Sanity (45): Moderately low, potentially vulnerable to mental and emotional stress.
- Negotiation (67): Reasonably skilled negotiator, able to handle most diplomatic situations effectively.
- Courage (73): Quite brave, able to face danger with confidence.
- Insight (49): Average insight, sometimes struggles with deeper understanding or intuition.
Psionics (BPP - Base Psionic Potential):
- Psionic Potential (50): Moderate level of latent psionic ability, suggesting the capacity for developing psionic powers.
Summary and Analysis
This character is robust and intelligent, with significant strengths in physical prowess and cognitive skills. They excel in environments that require physical durability, technical knowledge, and strategic thinking. However, their relatively average wisdom and insight may lead to challenges in situations requiring nuanced decision-making or deep understanding.
The character's physical and technical skills are complemented by solid mental attributes like willpower and courage, but their low sanity indicates a risk of psychological issues under stress, which could complicate long-term missions or high-pressure scenarios. Their charisma and negotiation skills are adequate, allowing them to function well in team settings and some leadership roles, though they are not exceptionally persuasive.
Given their moderate psionic potential, there is a remote possibility for growth in psionic abilities, which could would provide new ways to cope with their challenges or enhance their existing strengths. However, developing psionic abilities could prove to be a difficult challenge and add unexpected vulnerabilities. .
Overall, this character is well-suited for roles that combine physical activity with technical or strategic requirements, such as a field engineer, tactical planner, or combat specialist. They would benefit from roles that leverage their strong points while also offering opportunities to develop their weaker areas, particularly in mental resilience and social interactions.