X: RPG – EXEGESIS – A Creative Project by Joshua Corcoran for CCA1103
A Role-playing game acts as the foundation for limitless creative opportunity. “RPG’s” are an exciting social experience, and my goal was to build a new setting to use for such adventures. Most RPG’s I’ve participated in personally have been fantasy; wizards and knights during fantastical medieval times. As an individual however, I’ve always had more of an adoration for science fiction. The X: Universe, a franchise created by the German videogame development company Egosoft GmbH, is an incredibly expansive science fiction world built for the PC games Egosoft have developed. Founded by Bernd Lehahn in Herzogenrath, June 1988 as “Ego Software”, the company has been releasing games set in the X: Universe since 1998, with X4: Foundations set to release at an unspecified date sometime in the near future (X: Universe, 2018). As a child I grew up playing their third instalment in the franchise; X3: Albion Prelude. I was utterly captivated by its grand lore and seemingly infinitely large galaxy. I chose to build a private contractor corporation named “Antorak”, I built up a fleet of ships, gained a respected reputation and accepted all kinds of missions that paid well and needed the firepower I had to offer. That was my story among the stars. The image used on the front cover of my X: Universe RPG submission is a screenshot of that very fleet, formed up and flying forward for their next mission. This was creative, I loved every second of it, and it was time to bring this universe to the table to share with those I love spending a Sunday afternoon with.
Fundamentally a sandbox game, X3 was all about free choice and creativity. A sandbox game is essentially a game where the player has very little restriction on what they are allowed to do or where they can roam, the goal is up to them and the experience is the vast, living world around them (Sandbox, 2018). This is not unlike many physical RPG’s like Dungeons and Dragons or Warhammer 40,000: Black Crusade. These RPG’s were used as a basis for mine, I frequently referred to their rulebooks for layout advise and to double check I wasn’t missing any crucial information. In these RPG’s, a game is fundamentally written and directed by a Dungeon Master/Game Master, who uses the rulebooks as a template to create a narrative that only he could imagine. The best part about RPG’s is that every player at the table also has their own interpretation and ideas for how to progress, a Game Master must be on their toes for unexpected player actions that shift the direction of the plot entirely. I aimed to capture this, this creative fun in worlds of make-believe. The X: RPG rulebook is there as a foundation and set of rules, set in the X: Universe for groups of people to get together and set up their own unique narrative in.
As I begun, it immediately hit me just how much work writing a Role-playing game rulebook is. I decided that the content was the most important aspect, as it was the complete set of rules that would allow play. In a balancing act of personal time in commitment to the project I made sacrifices to my plans of presenting the X: RPG rulebook as visually as possible. The initial plan involved pictures and diagrams on every page, I even started drawing up vector sketches of what each individual ship looked like, but I was aiming for the impossible. The presentation focus then shifted to a clean, easy to read document split up into neat categories for ease of reading. Pictures would still be included, but they would mostly just be 3D models of X3 ships to fill gaps in the writing. The Egosoft website had download links for resources detailing everything from trade goods to how to name a Teladi character, and they proved immensely useful in my production process. It even came with the official font! I installed it on my machine and used it for all of the headings throughout my document. With the proximity to deadlines with other assessments, as this project came closer to a close It was an impossibility to complete the entire project on time. I instead set out to do as much as humanly possible. The primary hurdles were hit when I got into core mechanic after core mechanic that just proved incredibly challenging to transfer to the tabletop environment. The X: Universe games are immense in size, and this was not a doable level of work I had set for myself.
As I worked on the project, it became apparent that some mechanics in the X: Universe games were just too complex for seamless tabletop enjoyment. In X3: Albion Prelude for example, every single sector has multiple, self-sustaining factories buying resources for production and selling products at their own individual costs and rates. While a computer can crunch all of this in real-time, a Game Master cannot physically keep up with this much information. There was also the whole process of adapting a first-person space flight-sim where your physical aim of a joystick determined where your lasers went to that of seamless dice rolling. I cycled through several mechanic’s choices, removing things, adding things, redoing things, all until I was left with a final result I was satisfied with.
The coolest aspect of this project was I contacted Egosoft to ask permission to use their Intellectual Property. Bernd Lehahn himself responded, saying he was more than happy for me to go ahead, just as long as it was non-commercial. He also encouraged me to share the final product with both Egosoft and the community. I was ecstatic from this response, I had to do a good job now! It also got me thinking, I could almost submit the X: RPG in it’s first form for this project, and then take on a wealth of suggestions from the community beyond this semesters conclusion. This project was becoming greater than just a University assessment, it was now a love-letter to a world I grew up with and the people who created it and enjoyed it along side me. I know that my submission will not be perfectly balanced, there will be things that are “over” or “under” the power curve. What excites me is the community involvement in helping me tweak this into something greater over the many days, months and potentially even years to come.
This project has been a very time consuming but enjoyable experience, and I am satisfied with my first almost-complete version. Following the conclusion of this semester I will see to it that the rest of the ships, the ship upgrades and the pilot talents are added to the end of the document. The Character sheets, Ship sheets, station sheets and sector map will also be included. After completion and the sharing of this project with the community, I eagerly anticipate their feedback and involvement following. If it takes off I will likely take the time and effort to mold the rulebook into a more visually appealing document while incorporating suggestions and improvements that the community brings up I am bound to have missed.
Attached with the link below is a download of my mostly complete PDF for the X: Universe RPG I set out to create.