Blog Archives

Space Patrol: EarthGov Dossier

Citizens of the Sol System are taken care of from infancy through their elderly years. Those citizens who feel a calling pursue it with vigor, and are encouraged by all aspects of society. Artists, scientists and historians are all given much respect and the lack of need for hard labor in the settlements, whether they are in biodomes or sprawling across the land, makes combating boredom a prime concern. Much of Earth is actually agriculturally designated, but government run farms with scientists and technicians do the planning while unintelligent robots do the actual work. Most people live in the somewhat sterile cities atop the skyscraper arcologies. Less than twelve percent of the population live in rural areas or palatial estates (usually earned by top scientists and government functionaries) where the population spreads out rather than up. Almost all industrial production is conducted in space or on moons in the Sol System. Read the rest of this entry

Space Patrol: Interstellar Nations

To give you an overview of the potential sides I need to give you an overview of the galactic map, at least in terms of interstellar powers. Of course, we have the Earth Government Alliance, also known as the EarthGov Alliance or the EGA. They are a commonwealth of planets, not all human, which grew organically as Earth explored the stars, made contract with alien species, and either befriended them, chose to leave them be or conquered them. This last option was less common than one might think, and occurred mostly to human settled worlds that had their own governments. They were often enticed into returning to the fold for the good of mankind. In its centuries of existence, EarthGov has not needed to roll over opposition and take most worlds by force. Read the rest of this entry

Space Patrol: A Daring Adventures Setting

LogoI often work on multiple projects at the same time, primarily to prevent boredom. So I’ve been working on a fantasy setting, a game which powers that setting which is both tactical, yet uses relative positioning rather than a grid, and of course there is my 9 Worlds Project and the pulp action game I designed to run those games, although I provided statistics in the meantime for game systems which would mimic the tone of each world. Well, I’m back to the 9 Worlds Project with this post. Read the rest of this entry