A Change in Direction

Development of Proteus and its related projects (Project Alpha, Sector F6, and the Ortellum setting) has been put on hold indefinitely.

There are two main reason of this, both rooted in the challenges of developing a completely new setting based on an alien planet.

First, I’ve reached a point in building the game world where moving forward with the kind of detail I want requires more concept art. Given the kind of art I want to use and my goals for the setting, this would require thousands of dollars. I’m just not at a point where I can invest that kind of money just to continue developing the setting, especially considering the second issue.

Which brings me to the greater issue: It’s doubtful I’ll be able to play Proteus with my kids and family. While my kids would probably like some aspects of the gameplay, introducing a setting like this just creates too many obstacles. They need something more grounded in the familiar, and at this point they also probably would have an easier time with something that isn’t quite so open-ended as your typical tabletop RPG.

So what now?

I’m actually working on something that combines many of the elements from Proteus with a setting I’ve long enjoyed. Something I can play with my family.

Twisting Fate | Natai’s Musings

Just published the first of a series of posts examining some frequent topics regarding Fate Core.  After spending a lot of time learning about the system and how I might tailor it to Proteus, I’ve seen lots of players with some of the same questions I’ve had.  The Fate community being what it is, these questions are often answered quite effectively and with great explanations.  Often times, confusion on the part of new players is merely the result of missing some key element of Fate Core or their own preconceptions from previous systems.  On the other hand, there are naturally some preconceptions within the Fate community as well, and taking a closer look at some of these topics might help me make my game a little more accessible to players.

More at: Twisting Fate | Natai’s Musings

A Fateful Exercise in Flexibility | Natai’s Musings

Another post from my personal blog.  This one talks about the way Proteus will allow players to handle the same situation differently, depending on what they want to focus on.

I’ve started adapting my setting and existing Proteus material to Fate Core while I continue to learn more about the system and how it has been utilized by the community. One thing that is very apparent with Fate is that there are almost always multiple ways to accomplish the same objective within the rules. There is no one right way to handle a given situation. At the same time, there may be a best way to handle a situation to get what you want out of that particular scene in your game. For me, this comes down to understanding what the character’s intent is and where you want your narrative focus.

More at: A Fateful Exercise in Flexibility | Natai’s Musings

Fate’s Fifth Action: Discover | Natai’s Musings

Posted this a while ago on my personal blog, but seeing as it delves deeply into the ongoing development of Proteus and Project Alpha it really should be available here as well.

I’ve recently started seriously looking at Fate Core for my little game project. I started converting my skill list over, but decided I needed to take a closer look at Fate’s basic actions first. In addition to the four basic actions covered in the rulebook, many in the community value the utility of adding a discover action to the game.

For my game, the discover action seems to be a good fit, so I’m definitely going to include it.

More at: Fate’s Fifth Action: Discover | Natai’s Musings