Dice Exploder

Space Fam

The Space Fam Scenes Menu: Revisited

Sam DunnewoldComment

One of the first posts I ever made on this blog, which I wrote largely to try out the Substack post editor, was this one about the “scenes menu” in Space Fam, my recently released Firebrands / Our Traveling Home hack about being the crew of a space ship and processing your trauma together. In it I walked through the design of probably the most important page in the game: the list of scenes you can pick to frame when it’s your turn, which you return to again and again throughout play. Between that post and now, I landed somewhere pretty different from what the post was looking towards, so I figured I’d finish off the story in this update.

Podcast Transcript: Designer Commentary: Space Fam

TranscriptSam DunnewoldComment

For Ken Lowery’s Disc 2 jam, I decided to finally release the game I’ve been working on for nearly four years: Space Fam.

This is a game about, you guessed it, found family in space. In particular, it takes a lot of inspiration from The Long Way To A Small Angry Planet in that you’re the crew of a ship escorting a traveler from point A to point B, and along the way you deal with your feelings of guilt and stress about living under an oppressive government.

It’s a hack of Our Traveling Home by Ash Kreider, and it’s like 90% of the way to really great. But that last 10% is always the hard 10%, and I decided it was time to let this game just be what it is and push it out into the world.

As a part of that, I wanted to look back on the design process. What went well, what didn’t, what would I change if I was going to spend another 30 minutes or 30 years on this thing. To do that, I sat down with two of my friends who playtested the game, and we talked about all things Space Fam.

Google Slides: The Easiest Virtual Tabletop Around

Sam DunnewoldComment

The thing about Google Slides that makes it my favorite virtual tabletop is that everyone knows how to use it. No setting up accounts, no learning a new service, you just get right to playing. It’s easy to navigate and remember where things are. And if all you’re doing is dropping in jpgs of character sheets and putting text on top of them, maybe with a few extra slides for session recaps and notes, Slides is fully functional. You’re killing it even.

Here’s a tour of how I use it.

Design Your Character Sheet First

Sam DunnewoldComment

There’s a (potentially apocryphal) story about the design of Apocalypse World that says that the first thing Vincent Baker designed for the game was the Angel playbook. (Or possibly Brainer? I’ve heard both.) Before what dice you were rolling, before the basic moves, before any kind of MC-facing mechanics, Vincent started with some evocative stats and abilities. Before he knew what “open your brain to the world’s psychic maelstrom” meant, those words existed on a page. From there, he and Meguey built the game around what that playbook would need to function instead of starting big picture and gradually filling in.

Now, I’m sure that first playbook was iterated on later. Maybe it was completely revised. I’m sure a lot of that game existed before the fifth playbook was written. Maybe all of this is a lie! But I think there’s something very useful about the idea of starting a game’s design with its character sheet and/or playbooks and building out…

The Space Fam Scene Menu

Sam DunnewoldComment

Sometimes you spend one thousand years revising the same piece of a game (or movie or book or painting or…) over and over until you feel like your brain is leaking out your ears. By the end of this essay, I hope to give you a thorough taste of my current brain leakage…