Squinting grumpily at the latest "system-neutral fantasy sourcebook" trying to puzzle out which specific version of Dungeons & Dragons the author is picturing when they imagine a perfectly generic RPG.
@crackerjackalope exactly my immediate thought as well that I went to the tags first just to see is someone else was on the same page. Why did the do That.
It was so bewildering to me at the time and still is tbh.
No one had expected a NASA TTRPG anything until they dead dropped it. From having read it, it cannot have possibly been a legit passion project. There was no passion to speak of. The only explanation a friend and I could come up with was a weird outreach thing by someone who thought that there's a significant population of gamers who somehow don't know about NASA, would find out about NASA from pure word of mouth about a random adventure module, and have the standards of a 12 y/o who has no money or experience when it comes to adventure modules.
It was simply not good. And if you told me the person who wrote it had never played a ttrpg period, the module itself would give me no reason to doubt you. But why are you releasing a thing that no one expected in the first place, if it's not even gonna be good and it's not just cause someone who works at NASA really wanted to do a goofy module. (I can't remember why but I think my friend found something online that made her think it was not that other than just the fact that it sucked)
I listened to the podcast interview with the creator so you don't have to!
(It's fine, tbc, I'm just not much for podcasts.)
It is absolutely a passion project, just by someone without a foundation of broad experience in RPGs and with a lot of additional contributors and oversight also lacking that foundation. The lead designer was aware that RPGs other than D&D existed (like "a d6 based system") but it's quite possible that nobody on the team had even heard of World of Darkness or Apocalypse World, much less ... like ... the Shab al-Hiri Roach or Sea Dracula or Good Society.
It's rough to look at "chaotic evil" in an NPC description or "gold pieces" in the text and know that someone thought these were just obviously things any RPG would have to have, but on the other hand I still feel I have to throw in at least a few words of justification every time I make an RPG diceless and have yet to bother with dropping ideas like PCs, NPCs, IC, OOC, XP, or scenes at all. Maybe in thirty years the IC / OOC distinction will be the new chaotic evil and people will be talking about my hopelessly old-school style ("she probably doesn't even read Genette!") and how much it holds me back.



















