

It's all wonderful - but aspects of Octopath Traveler work far less well, and the deeper I got into the game the more what it was missing nagged and hampered my enjoyment. Combat is an old-school affair too - heavy on the grind, with a simple turn-based system that hides considerable depth that it's necessary to breach in order to tackle the hard-as-nails, tanky bosses. Its visual style calls back to Final Fantasy 6 in particular, with similar sprite work cleverly layered across partially 3D environments to make a game that feels like those SNES-era classics even if in execution they're completely different. Octopath's closest sibling are the well-liked Bravely Default games over on 3DS, though this is a grander affair. It's more grand, and seems to have a far stronger unifying vision behind it - and that's especially exciting.
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Square Enix has had a crack at these throwback RPGs a couple of times recently with the likes of I Am Setsuna and Lost Sphear channeling games like Final Fantasy 6 and Chrono Trigger, but Octopath feels a little different to those games. There's a lot of buzz around Octopath Traveler, and for good reason - when the developers of a game claim it's designed to be a love letter to the golden age of one of the most significant and beloved genres around, it's no surprise that fans sit up and take notice. In a campaign centered around exploration, either an early colonization campaign or a “five year mission” type campaign I’d suggest using the Warhammer 40K “Rogue Trader” system as that throws up navigational hazards which can be used as Star Trek like “anomalies” to investigate.Octopath Traveler is a beautiful, challenging and often utterly brilliant throwback to the golden age of Japanese RPGs - but significant structural problems hold it back from being a true classic. In most cases treat the world generated as the best in the system and don’t worry about the rest of the solar system unless needed and if available use the relatively quick and simple Mongoose “Scout” method of working backwards from the world. Mongoose Traveller: “Scout” has a good system for doing this. So in game terms we can say that the Traveller world generation system generates the *best* planet in the system.Ī follow on from the idea that the world generated is the most habitable is that a system might have other planets that are not as good.Ī quick way to generate this is if a generated planet has good physical stats roll a second time – if the world generated is worse make a note and then roll again until you don’t get a worse one.Įxample: generated world has 866 physical stats roll again and 440 roll again 310 roll again 520 – the 4th is better than the 3rd so drop it leaving three: 866, 440, 310Īnother follow on from the idea that the world generated in the standard system is the most habitable planet in the system is you can work backwards from the world to generate the solar system. However for the most part unless your campaign is very heavily focused on exploration this is going to be much more work than you’ll need. “Rogue Trader” from Warhammer 40K (my personal favorite) There are lots of more advanced world generation systems that create the whole solar system: Weak stars whose habitable zone is relatively close to the star are more likely to have planets that are within the star’s 100 diameter jump shadow and more likely to be tide locked

The size of the three zones depends on the heat of the star.įor example imagine two solar systems both with 12 orbits, one star is weak and so has say 2 inner orbits, 2 habitable orbits and 8 outer orbits the second star is hot and has say 4 inner orbits, 4 habitable orbits and 4 outer orbits. These orbits are divided into three zones: inner zone which is too hot for water outer zone which is too cold for water and a potentially habitable zone in between. The science of solar systems is roughly: a solar system has a star (sometimes more than one) from one of a collection of star types and around the star there are multiple orbits which may contain a planet of some kind. The standard Traveller world generation only generates one world per system so what does that mean in game terms. Traveller Solar System Generation Solar System Generation
