Aes Year 3 and Beyond

This month marks a milestone for Aes: Brass Revolution: our third anniversary! It was July 2015 when the first version of Aes saw the light of day, crawling its way from a collection of loose ideas and inspirations to become the most popular steampunk tabletop RPG on Facebook.

What have we accomplished in these three years?

  • What started as 61 pages in version 1 is now 390 pages in version 10.
  • Ten different versions, completing the alpha phase of the game.
  • A free Quickstart Guide for new players.
  • A mailing list with over 250 people!
  • Sponsoring numerous conventions across the country.
  • Aes version 10, “Alpha’s End,” is available in print through Amazon!
  • And so many positive connections and friendships formed with all of you.

The game and world have evolved well past what we originally envisioned. The level of detail in the lore and world dynamics – assisted by player suggestions – has progressed deeply. The game engine balances simplicity and depth. We’ve reduced the “accounting mini-game” and are still looking for ways to trim it.

That’s where we’ve been. What about where we’re going?

Aes’s Alpha test phase is officially over. Now the Beta test phase begins. From here, the books will spend longer in testing between versions, with each one having more drastic differences. The plan is to not require 10 beta version before the final release – just a handful.

Some of these changes include:

  1. Revising the talent system and balancing them.
  2. Overhauling the faculties to increase synergy and playstyle support.
  3. Revising the Invisible Hand section to support GM’s.

Before any of these changes take place, though, we’re going to do something we planned early in the release cycle: take a break. To best revise Aes, we need to approach it with fresh eyes.

That doesn’t mean Aes will lay dormant. We currently have several testing groups in Austin and other cities. Those will continue along with the steady flow of ideas. But version 10, “Alpha’s End,” will remain the primary version of Aes for a while.

Here’s to the beginning of year 4!

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Aes Libris 2

The next video in our series, Aes Libris, is up! We read the poem “Desiderata” by Max Ehrmann. The full text:

“Go placidly amid the noise and the haste, and remember what peace there may be in silence. As far as possible, without surrender, be on good terms with all persons.

Speak your truth quietly and clearly; and listen to others, even to the dull and the ignorant; they too have their story.

Avoid loud and aggressive persons; they are vexatious to the spirit. If you compare yourself with others, you may become vain or bitter, for always there will be greater and lesser persons than yourself.

Enjoy your achievements as well as your plans. Keep interested in your own career, however humble; it is a real possession in the changing fortunes of time.

Exercise caution in your business affairs, for the world is full of trickery. But let this not blind you to what virtue there is; many persons strive for high ideals, and everywhere life is full of heroism.

Be yourself. Especially do not feign affection. Neither be cynical about love; for in the face of all aridity and disenchantment, it is as perennial as the grass.

Take kindly the counsel of the years, gracefully surrendering the things of youth.

Nurture strength of spirit to shield you in sudden misfortune. But do not distress yourself with dark imaginings. Many fears are born of fatigue and loneliness.

Beyond a wholesome discipline, be gentle with yourself. You are a child of the universe no less than the trees and the stars; you have a right to be here.

And whether or not it is clear to you, no doubt the universe is unfolding as it should. Therefore be at peace with God, whatever you conceive Him to be. And whatever your labors and aspirations, in the noisy confusion of life, keep peace in your soul. With all its sham, drudgery and broken dreams, it is still a beautiful world. Be cheerful. Strive to be happy.”

Aes Libris 1

The start of our new video series: Aes Libris. This is the successor to Aes-y Listening, which we’ve posted about before.

Our first Aes Libris video is the famous stoic Victorian poem, Invictus, by William Ernest Henley. The text:

Out of the night that covers me,
Black as the pit from pole to pole,
I thank whatever gods may be
For my unconquerable soul.

In the fell clutch of circumstance
I have not winced nor cried aloud.
Under the bludgeonings of chance
My head is bloody, but unbowed.

Beyond this place of wrath and tears
Looms but the Horror of the shade,
And yet the menace of the years
Finds, and shall find me, unafraid.

It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul.

Aes-y Listening 19

One of our favorite architects that bridges the steampunk and modern eras is Frank Lloyd Wright. So for episode 19 of Aes-y Listening, we picked one of his short speeches from 1938.

In it he discusses the Floo Floo Bird and how its tendency to fly backward was similar to the attitude of architects. His advice, that designers should move forward with the materials they have rather than cling to what came before, underlies some of the building design we’ve used for Laton.

This is the last episode of Aes-y Listening. YouTube, sadly, dislikes puns in the names of series when it comes to searching. So for the next episode, we used a new name for the concept.

Version 10 “Alpha’s End” By the Numbers

Version 10, “Alpha’s End,” the newest version of Aes, has finally been released! This has been a long, extended undertaking for us, fraught with delays, but also yielding some very high quality results.

Pages: 389
Faculties: 249
Modifications: 718
Testing time: 15 months

The first major difference: time. Version 10 had the longest development cycle of any single version. In the 15-month span it took us to finish this, we’d completed the first eight versions of Aes!

We’d like to say all of this was testing and refining. Indeed, quite a lot of it was. We wrote entirely new crafting material and went through several versions for each. We added dozens of pages of lore. We radically altered how distance and motion work in the game’s engine. However, there was a distinct delay in development caused by personal life issues during this time. We’re only human, so we’re glad we were able to work through it in the end.

No surprise version 10 was tested at the most conventions of any version before it. This was the first one tested twice at the same convention and the first to be used twice for other annual events in the fall. We doubt it will be the last in this regard. For weekly sessions, we actually paused running Aes in stores for a few months to help focus energy on development. However, even with that pause, there were well over 50 sessions of Aes run using this incarnation. The extended testing cycle meant we caught a lot of typos and the wording for several faculties got tweaked several times to be easier to understand.

The new content is evident in the other numbers. Compare them to the stats of version 9. Fifty-seven new pages and that’s despite cuts! We removed items like charges and serums we felt worked better in expansion material.

As for material added, we had 23 new faculties (a modest gain), but a crazy 232 increase in modifications! This is not shocking given how much crafting we added on: vis tinnabulators, thrumbines, simuloids, capes, and bucklers. With their addition, we now have the fully realized stock of tinnabulators and turngears we wanted for the core book. We also added faculties supporting armor usage and some new tricks for Volition.

And the changes went far beyond more faculties and mods. Lore has been greatly expanded. Taking a recommendation to focus on Laton as the main setting rather than the entire nation of Aeneam, we zoomed in on the capitol city. There’s enough lore and hooks for each sector of Laton that an Invisible Hand can likely think of some clever ideas. Memberships have been implemented, accompanied with lore on several major groups in Aeneam that players can join.

To improve accessibility to new players, character creation has been revamped to flow even better. There are a lot of steps, but that’s because we unpacked each one for maximum clarity. Down the line we might group some of them together, but for now this highly detailed breakdown has tested well with new players. At the end of the book is now a glossary so all the jargon and pronouns are succinctly summarized for quick and easy reference.

We also did one of the first major system changes since version 5 and 6. Motion and distance are no longer measured in exact numbers. Instead, they are listed as relative speeds and proximities. This allows the Invisible Hand to “fudge” things in combat. The main benefit is an explorer caught in the wrong place during combat doesn’t have to wait as long as to come running in if they’re slow. It can be said just a single turn running is enough.

Range is now a set of approximate distances from one another, rather than a carefully calculated sum of meters. This addresses one of our major issues from testing since day 1: the accounting mini-game. Explorers want to play the game and do crazy maneuvers and stunts. Running the math to see if they can run and then attack with the AP they have and then being disappointed if they come up a little short goes contrary to good action. Now the Invisible Hand has greater freedom to handwave it away. (The official term for running an Aes game is “invisible handwaving.”)

The other major change we made relates to an earlier post about the Armor Problem. We’ve dropped the health point / body point system. Now, explorers start with sturdiness from armor. Once their armor breaks, they start taking damage to health. Health is hard to recover (only 10% per respite), so taking HP damage is quite dangerous. That leaves explorers to balance the downsides of taking heavier armor over ensuring they aren’t killed in the field.

What’s next?

Version 10 is the end of the alpha phase for Aes. At 2 years and 4 months, this is longer than we anticipated, but not well outside expectations. It can take RPG’s 5 years or more to see completion.

Our next version will be the beginning of the Beta. This will be noted in the numbering. When we began, we numbered the alpha versions as 0.01A. We later scrapped this in favor of 1.0A, 2.0A, etc. since people were reluctant to play a game with decimal iterations. With version 10, we’re now at 0.10A. The beta will begin at either be 0.1B or 0.2B – we’re still de-beta-ing (ha). We’ll likely refer to them as 1.0B and 2.0B, but the goal is that 10.0B will in fact be version 1.0 of the game – the final release copy.

To get the first beta version ready, we have several long-term tasks. First, talents need to be balanced and revised to match the lore focus on Laton. Second, the Invisible Hand section is going to get an overhaul so we can grow the number of game runners.

Third, and the largest task, we’re going to a broad meta-review of every faculty and mod to evaluate exactly what play styles and combinations are currently at work. We’ve already observed that certain faculties are more popular than others. We have a rough idea of what works as an individual faculty that makes explorers want to use it. Insight into synergy is what we’re missing at this stage. We want to make sure that many common types of explorer behaviors – combat and non-combat – are supported and encouraged in the core book.

These three issues will take time. As we begin work on them, we’re going to resume running games. Our focus is going to be developing a suite of adventures for Laton we can formalize and release to go with the core book down the line. It’ll also let us see what content is most relevant to the setting and what we can move to other planned releases in the future.