Tag: Science Fiction

  • Space Infantry: Resurgence (Lock ‘n Load Publishing) — Campaign 1: Mission 1 Hive Infiltration

    Space Infantry: Resurgence (Lock ‘n Load Publishing) — Campaign 1: Mission 1 Hive Infiltration

    Setup is done, the squad is built, and now it’s time to find out whether all that prep survives contact with the enemy. This is Mission 1 of Campaign 0001 in Space Infantry: Resurgence from Lock ‘n Load Publishing — the squad’s first real descent into the alien Hive.

    Into the Hive — Mission 1

    Squad Leader Joe Hex takes the team deep underground on an infiltration run, with orders to find and eliminate the command group in Node E. What follows is a tense solo grind: relentless Sithonian swarms, claustrophobic cave-ins, and a string of dice rolls that force tactical retreats as often as advances. This is where Resurgence shows what it’s for — the node-by-node reveal keeps you guessing about what’s around the next corner, and the system does a good job of making a single squad feel both capable and badly outnumbered. It’s punishing in the way solo players tend to want, where a bad draw or a failed search can turn a clean push into a fighting withdrawal. Whether the squad clears Node E or claws its way back out, the mission feeds straight into the campaign layer, so the outcome here shapes what the team carries into the next drop.

    The campaign is just getting underground. Subscribe so you don’t miss the next mission.

  • Space Infantry: Resurgence (Lock ‘n Load Publishing) — Campaign Setup & Mission 1 Prep

    Space Infantry: Resurgence (Lock ‘n Load Publishing) — Campaign Setup & Mission 1 Prep

    Solo tactical sci-fi is a crowded shelf, but Space Infantry: Resurgence from Lock ‘n Load Publishing earns its place by leaning hard into the campaign layer — the part where a squad becomes your squad over a run of missions. Before any aliens get shot, though, there’s a full session of setup to work through, and that’s exactly what this video covers.

    Session 0 — building the squad

    This is Campaign 0001, “Prelude to War: Nexus Flashpoint,” and I treat it as a dedicated Session 0: filling out the campaign and squad sheets, creating a squad leader (Lt. Joe Hex), and spending points to build the roster and bring on specialists like a demo trooper and a scientist. From there it’s into the mission draw, an HQ support event and skill check, a Strategic Option card, and the reveal of Hive mission H003 — including generating the Hive map and its special nodes. The takeaway from all this prep is how much the game front-loads decisions: point-buy squad building and Strat Op draws mean two campaigns rarely open the same way, which is the whole appeal of a solo system like this. The flip side is that setup is not trivial, and newcomers should expect to spend real time with the books before the shooting starts. With the squad prepped and the map generated, the next video takes the team into the Hive for the first mission proper.

    This campaign is just getting started. Subscribe so you’re there when the squad hits the Hive.

  • Space Infantry: Resurgence Invasion Pack (Lock ‘n Load Publishing) — First Look

    Space Infantry: Resurgence Invasion Pack (Lock ‘n Load Publishing) — First Look

    Sci-fi solo gaming (and all solo gaming in general) lives and dies on whether the system can generate a story without a human opponent, and Space Infantry: Resurgence has built a reputation for doing exactly that. This first look cracks open the Invasion Pack from Lock ‘n Load Publishing to see what you actually get in the box.

    What’s in the box

    The Invasion Pack is a reprint combo that bundles the core game together with its expansion, so there’s a lot of cardboard to dig through. In the core box I go through the rulebook and campaign structure, the mission maps and node systems, the squad rosters, the enemy races, and the deep stack of cards and counters that drive the game. Then it’s on to the expansion, which adds ultra maps, new mission scenarios, and additional hostile types. It’s a generous amount of content for a solitaire title, and the layout gives you a clear sense of how a campaign hangs together.

    Who it’s for

    Space Infantry: Resurgence is squarely a solitaire game (and as a bonus, it can do co-op and competitive as well). You’re running a squad of troopers through mission after mission against an AI-driven galaxy of hostiles, managing risk on the node map and hoping your dice hold. If you like the idea of a self-contained sci-fi campaign you can pull off the shelf and play in an evening, this combo is an easy one to recommend a look at. I’ll reserve judgment on how it plays until it hits the table, but the first impression from the components is a strong one.

    First looks and solo playthroughs post to the channel every week. Subscribe to keep up.

  • No More Paperwork: A Solo App for Classic Traveller

    No More Paperwork: A Solo App for Classic Traveller

    Solo Traveller has a well-earned reputation, and so does its paperwork. Between world generation, encounter tables, trade runs, and tracking a crew’s worth of skills and gear, a good session can spend as much time on the ledger as on the adventure. That’s the itch I’ve been trying to scratch with a small solo app — and in this video I walk through the beta.

    Keep the game, lose the bookkeeping

    The goal isn’t to replace the referee in your head — that’s the best part of solo play. It’s to take the mechanical drag off the table: the rolls, the lookups, and the record-keeping that slow a session to a crawl. Handle those quickly and cleanly, and the decisions that actually matter get room to breathe.

    It’s very much a beta, and I’d rather show it warts-and-all than sit on it until it’s “perfect.” If you play solo Traveller, the video is the fastest way to see what it does and where it’s headed. Feedback from people who actually run these campaigns is exactly what shapes where it goes next — so if you have thoughts, I want to hear them.

    Building tools for solo gamers is part of what this channel is about. Subscribe to follow the app’s progress.

  • Picking a Sci-Fi RPG Engine: Traveller, Hostile, Stars Without Number, or Ironsworn: Starforged

    Picking a Sci-Fi RPG Engine: Traveller, Hostile, Stars Without Number, or Ironsworn: Starforged

    I want to run a sci-fi campaign for the channel, and the modern hobby is spoiled for good engines to run it on. So rather than just pick one, I laid out four contenders and put it to a vote. Each of these could carry a long-running campaign; they just get there in completely different ways.

    The four contenders

    • Traveller — the 1977 granddaddy of sci-fi RPGs. Grounded, career-driven, and built for exactly the kind of hard-edged spacefaring sandbox I keep coming back to.
    • Hostile (Zozer Games) — a blue-collar, “used future” setting in the Alien mold, running on a Cepheus/Traveller-compatible chassis. Grim, atmospheric, and perfect for survival-horror in the dark between stars.
    • Stars Without Number (Sine Nomine) — an OSR sci-fi toolkit loaded with sandbox generators. Half rulebook, half sector-building machine, and famously friendly to solo and referee-less play.
    • Ironsworn: Starforged — a PbtA-descended engine designed from the ground up for solo and co-op play, where the oracles and moves do the heavy narrative lifting.

    The honest truth is I’d be happy running any of them — but they’d produce very different shows. Traveller and Hostile lean into simulation and consequence; Starforged leans into emergent story; Stars Without Number sits comfortably between. Watch the rundown, then tell me where to point the ship.

    The winning engine becomes a full solo campaign on the channel. Subscribe so you don’t miss session one.

  • Classic Traveller and the Little Black Books: Where It All Started

    Classic Traveller and the Little Black Books: Where It All Started

    Before there were splatbooks and boxed sets the size of a footlocker, there were three slim black digest booklets from Game Designers’ Workshop. Published in 1977, Traveller is one of the oldest roleplaying games still in print, and the original “Little Black Books” are where the whole sprawling universe begins. In this one I open Book 1 — Characters and Combat — and look at how much game GDW packed into so few pages.

    A career before the campaign

    Traveller’s character generation is the part everyone remembers, and for good reason. You don’t just roll a spacer — you play out a prior career, term by term, gaining skills, mustering-out benefits, and a personal history before the first session ever starts. In the 1977 rules that history could end early and permanently: fail the wrong roll and your character died in chargen. It sounds brutal, and it is, but it’s also the clearest possible statement of what the game is about. Choices have weight, and the universe doesn’t owe you a happy ending.

    Why it still holds up

    What strikes me going back to Book 1 is how lean and usable it is. The combat is quick, the skill list is tight, and the whole thing assumes an intelligent referee rather than a rule for every situation. For a solo player that’s a feature: the system gets out of the way and lets the situation do the talking. If you’ve only met Traveller through its later, heavier editions, the original booklets are worth the trip back to the source.

    This is the first of an ongoing look at Classic Traveller and the wider GDW library. Subscribe to follow the series.