So one of my intermittent amusements has been this beta game called RimWorld. (It is a very complete game with a super-busy modding community.) I have described the game as "Dwarf Fortress meets Firefly" and apparently that was part of the original pitch for the thing, so ha. Genre target: hit.
The background story in Rimworld draws from one of the near-archetypal structures of science fiction: there are wealthy, powerful core worlds (the Glitterworlds, in RimWorld argot) with amazing technology and luxury, and there are backwater frontier worlds (the Rim) where people have a hardscrabble existence and utilize whatever tech they manage to grab and figure out. (This is of course the setting of Firefly. And Star Wars. And arguably Dune. And...) Some people on those Rimworlds have lost most tech and live a tribal existence, others have retained more of the technology that got them there. Every world has multiple factions of people (unless modded so it doesn't) at varying tech levels and general hostilities to outsiders.
My version of RimWorld is... very modded. My current aesthetic for it is "suppose that this planet has a giant heap of genetic engineering experiments on it" for a setting. Which means that not only are there options for 3D printing organs and suchlike, but hideous genetically engineered crossbreed-abominations, humanoids with various animal heads, genetically engineered slave race bee people, Jurassic Park the Rimworld Mod, a similar mod for prehistoric megafauna, giant spiders (two sizes, giant and "oh fuck run"), and dragons.
In addition to this I have made it Star Wars adjacent, adding the Force, lightsabers, and Twi'lek (I like Twi'lek). And werewolves. (Very loosely based on W:tA.) (There is a vampire mod by the same modder, but it is recently enough released that it's patching three times a day or so and still produces hilarious bug reports.) I've also added some science-fantasy-metals stuff for sheer 'well, what the hell'. Along with piles of furniture, bits of tech, additional research, requirements to have seeds for crops, many many things that I can do with game!marijuana, and so on. Farming complexity, cooking complexity, clothing complexity, complexity complexity.
Anyway, KJ loves watching people play computer games, and so we started up a game together, picking out the place to land our colony and carefully building our set of people. There are several options for the basic game, and we chose the tribal start: very low tech, but five people. (The default start is roughly current-day tech known, at least the basics, but three people.)
I am going to chronicle the events in this madcap adventure over time.
( So it begins. )
At which point I got overwhelmed by children climbing on me and had to stop playing, so there we end round one.
The background story in Rimworld draws from one of the near-archetypal structures of science fiction: there are wealthy, powerful core worlds (the Glitterworlds, in RimWorld argot) with amazing technology and luxury, and there are backwater frontier worlds (the Rim) where people have a hardscrabble existence and utilize whatever tech they manage to grab and figure out. (This is of course the setting of Firefly. And Star Wars. And arguably Dune. And...) Some people on those Rimworlds have lost most tech and live a tribal existence, others have retained more of the technology that got them there. Every world has multiple factions of people (unless modded so it doesn't) at varying tech levels and general hostilities to outsiders.
My version of RimWorld is... very modded. My current aesthetic for it is "suppose that this planet has a giant heap of genetic engineering experiments on it" for a setting. Which means that not only are there options for 3D printing organs and suchlike, but hideous genetically engineered crossbreed-abominations, humanoids with various animal heads, genetically engineered slave race bee people, Jurassic Park the Rimworld Mod, a similar mod for prehistoric megafauna, giant spiders (two sizes, giant and "oh fuck run"), and dragons.
In addition to this I have made it Star Wars adjacent, adding the Force, lightsabers, and Twi'lek (I like Twi'lek). And werewolves. (Very loosely based on W:tA.) (There is a vampire mod by the same modder, but it is recently enough released that it's patching three times a day or so and still produces hilarious bug reports.) I've also added some science-fantasy-metals stuff for sheer 'well, what the hell'. Along with piles of furniture, bits of tech, additional research, requirements to have seeds for crops, many many things that I can do with game!marijuana, and so on. Farming complexity, cooking complexity, clothing complexity, complexity complexity.
Anyway, KJ loves watching people play computer games, and so we started up a game together, picking out the place to land our colony and carefully building our set of people. There are several options for the basic game, and we chose the tribal start: very low tech, but five people. (The default start is roughly current-day tech known, at least the basics, but three people.)
I am going to chronicle the events in this madcap adventure over time.
( So it begins. )
At which point I got overwhelmed by children climbing on me and had to stop playing, so there we end round one.