Vocabulary of the Orion Arm: The D’s

The thk’kok are, after the valka, the most numerous sapient species in the Orion Arm. They are also unique in the sense that they did not evolve any kind of vocal cords. Instead, they communicate via clicks and glottal stops. As a result, they have a hard time communicating with other species. Some thk’kok receive […]

Covenant Game Design: Damage

(Don’t forget to tune in to this week’s episode of the Radio Free Covenant podcast!) So, your character can spend their Discipline on Covenant to make bids and accomplish tasks. How do they regain that spent Discipline, though? And if Discipline represents (at least in part) their physical and mental health, then how do they […]

Covenant Game Design: Game Time

(Don’t forget to tune in to this week’s episode of the Radio Free Covenant podcast!) I said yesterday that I’d talk about how Covenant measures game time – that is, the time experienced by the PCs within the game. Game time is important, because it governs how often characters can use their abilities and regain […]

Covenant Game Design: Advantages and Disadvantages

(Don’t forget to tune in to this week’s episode of the Radio Free Covenant podcast!) So, in Covenant, your character has Discipline and traits, and you can use these to make bids and accomplish tasks. However, you also need to keep track of the circumstances surrounding your bid, too. Most roleplaying games keep track of […]

Radio Free Covenant: Episode 1 – Hello World!

It took longer than we thought it would, but Radio Free Covenant is finally on the air. Join Sean and Sazzy as they talk about: The Covenant and Matriarchy from their tabletop roleplaying game Covenant Idealism vs. pragmatism in science fiction Sean’s elevator pitch for his novel Crossing the Line, to be published soon by […]

Vocabulary of the Orion Arm: The C’s

Trade was originally developed over 120,000 years ago during the founding of the Covenant on the calerre homeworld of Cadelle. The Covenant at that time was comprised of refugees, adventurers, mercenaries, and other ne’er-do-wells, many of who didn’t speak each other’s language. Trade was originally a stripped-down, easily taught and learned mercantile language. It was […]

Covenant Game Design: Traits

Traits in Covenant are anything that your character is, knows, or knows how to do. Their species and gender are traits. So are where they come from. So are their jobs, careers, hobbies, and any random skills that they’ve picked up along the way. Whenever you spend a trait on bid, you add one to […]

Covenant Game Design: Discipline

Well, I told you yesterday that Covenant has some strange rules – so strange, in fact, that new players would need transcripts from a full play session to get their head around them. I should elaborate, huh? Covenant is a tabletop roleplaying game, similar to Dungeons and Dragons or Pathfinder. The players control characters (known […]

Andy Kitkowski: Teaching Rules with Replays

They do things differently in Japan. For instance: replays. You know those corny one-page sample games that most western RPGs stick at the start of their rulebooks? Japan goes way beyond that, selling recordings and transcripts of entire game sessions in book or audio format. I never understood the idea of reading or listening someone […]