Colony Ship: A Post-Earth Role-playing Game Interview

Iron Tower Studio’s Vince D. Weller recently took part in this RPGWatch interview focused on his team’s new Colony Ship RPG. The interview touches on the game’s unique setting, early access launch, and Iron Tower’s plans for it and its tentative sequel. Here’s a couple of sample questions:

RPGWatch: But why on a space ship? If you want to do different worlds, it could also be post-apoc, western, fantasy, etc. It probably wasn’t a random choice, so why space faring?

Vince: Because a generation ship is a fascinating concept that raises a lot of interesting questions. And it’s a perfect ant-farm where different societies are forced to coexist within a limited space, influencing and affecting each other’s development while fighting for that limited space, which adds “the end justifies the means” pressure.

RPGWatch: If you do want to do new settings with a new game, does this then not exclude sequels?

Vince: The main problem with sequels is that the setting and gameplay remain the same. It’s nearly impossible to switch gears and offer the player something radically different. With Colony Ship, this problem is easy to solve, not because we’re so clever, but because the setting itself implies its solution: we land the Ship and start the Colony.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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