alxd of the Story Seed Library<p><a href="https://writing.exchange/tags/gameDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameDesign</span></a> <a href="https://writing.exchange/tags/gameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameDev</span></a> insight:</p><p><a href="https://www.backerkit.com/c/projects/shadowlands-games/terraforming-mars-ttrpg#top" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">backerkit.com/c/projects/shado</span><span class="invisible">wlands-games/terraforming-mars-ttrpg#top</span></a> is launching a <a href="https://writing.exchange/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> based on the <a href="https://writing.exchange/tags/terraformingMars" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>terraformingMars</span></a> <a href="https://writing.exchange/tags/boardGame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>boardGame</span></a> </p><p>It focuses on building infrastructure, building ecosystems (even if in a techno-solutionist way) and generational play, seeing the changes over decades and centuries. I would love to use it as a base for <a href="https://writing.exchange/tags/solarpunk" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>solarpunk</span></a> <a href="https://writing.exchange/tags/games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>games</span></a> .</p><p>So WHY does the quickstart feature combat rules, but not social conflict rules?</p><p>Can we really imagine, focus on nothing else than shooting each other?</p>