August Content Update

It’s the second week of the month, which means it’s time for another installment of The Soldier’s Guide to the Infinite Sea.

This month’s article is a continuation of last month’s coverage of the Tierran Wars of Unification. This time, we cover the climactic battle of the First War of Unification, the foundation of the Unified Kingdom of Tierra, and the socio-political forces which led to Tierra’s unique breed of constitutionalism.

This article, as always, was funded by my supporters on Patreon. If you’d like to see more of this kind of content, feel free to pledge here. $1-a-month Patrons get access to these articles a week in advance, while higher supporter tiers get a say in what articles I write next.

 


July Content Update

Another month, another entry in the Soldier’s Guide to the Infinite Sea.

This month’s installment is the first part of an overview of the Unified Kingdom’s early history. It includes a few names which you may find familiar, interesting, or both.

As always, Patrons who donated $1 a month or more got access to this article a week in advance, so if you don’t like waiting until the middle of the month to get access, you know where to go.


Announcing: Burden of Command

A lot of you have been waiting a long time for this announcement. I’ve certainly been waiting a long time to make it. Now that the project in question has finally been announced (with the help of a rather nice article from Rock Paper Shotgun), I can finally reveal what I’ve been working on.

Over the past year, I have been working alongside some supremely talented people as a writer on Burden of Command, a tactical RPG set during the Second World War.

In Burden of Command, the player takes the role of a company commander in the 7th US Infantry Regiment, a unit which not only carries a distinguished legacy dating back to the War of 1812, but also spent three years fighting in the European Theatre of Operations. The 7th (nicknamed “The Cottonbalers” after the story that they used bales of cotton as cover during the Battle of New Orleans) slogged through some of the hardest and least-known battles in the Theatre (Operation Torch, the Allied invasion of Sicily, the Anzio Landings, Operation Dragoon, and the liberation of Southern France, to name a few).

Although Burden of Command has a lot of wargaming pedigree and its combat takes place mostly on a 2d hex map, its campaign not just merely a string of historically accurate tactical scenarios set up so that the player can push nameless counters across a static map, towards an arbitrary objective. The player doesn’t just control a handful of impersonal icons representing a rifle company. The player fully inhabits the role of the company commander, both on the battlefield and off. The player’s company is made up of vivid personalities, each custom-written with their own idiosyncrasies, mindsets, and histories. Some even have troubled pasts and hidden agendas. It’s up to the player to earn their trust and respect by managing their subordinates’ doubts, their fears, and their crises of conscience. Making the wrong decision in dealing with a platoon commander could lead to consequences on the battlefield. Keep alienating him, and the player could start a long-term feud, or even push him to the breaking point.

The mental dimension of war is a huge factor in Burden of Command. Not only can events on and off the battlefield wear at the nerves of the company’s platoon commanders, but they can also affect the player character’s own mental state. Embracing a certain way of looking at the situation around them can open up some options, but it can also close off others. Looking after nearly two hundred disparate individuals in the middle of a war is difficult enough. Doing so while also having to carry out orders which will put your company in harm’s way, and while trying to maintain a clean conscience could be enough to drive a player’s company commander to mental collapse at a time when decisive, competent leadership could mean the difference between life and death.

And there will be death. One can hardly make a game about war without it. The only characters who are safe are the historical figures who survived the war. Ordinary soldiers, platoon commanders, and even the company commander can be wounded or killed as a result of the player’s decisions, on or off the battlefield. Ultimately, the responsibility for who gets to go home in one piece and who doesn’t rests on the player’s shoulders, and we have done our very best to make sure that this essence of command will be a heavy burden to bear.

Needless to say, I am very excited about this project, and I hope that at least some of you are just as enthused as I am. Over the next few months, I’ll be occasionally posting some general updates regarding the state of the project. I’ll also be detailing some of the unique gameplay and narrative design elements I’m particularly proud of as we close in on our planned release date sometime next year.


June Content Update

This month’s installment of A Soldier’s Guide to the Infinite Sea is now up for all to see.

Remember that folks who donate $1 a month or more to my Patreon get access to articles a week in advance.

In other news, I’ve got that big announcement I’ve been talking about coming up this month. Look forward to it: I know I am.


May Content Update

Quick update this time, just a reminder that this month’s A Soldier’s Guide to the Infinite Sea is up.

Also, there will be a big announcement this month, probably sometime in the next two weeks. Then you’ll all get to see what I’ve been working with on the side.

UPDATE, 5/17: Due to various reasons (all of them awesome), it looks like we’re delaying the announcement until next month. Stay turned. This is big, I swear.


April Content Update

It’s the second week of April, which means it’s time for another installment of A Soldier’s Guide to the Infinite Sea.

This entry is a little different from the past few. Instead of being written for public consumption, this month’s article is a briefing delivered to the Takaran Intelligence Committee, the small group of elected officials and high-ranking bureaucrats who sit at the highest levels of Imperial Intelligence, the Takaran Empire’s feared and pervasive clandestine service. It is an opinionated, unsparing, and uncompromising piece of work, as is its author, and one look should be enough to tell you why it was never meant for public viewing.

In other news, I’m sure some of you must be tired of getting nothing but new worldbuilding articles each month. To you I say: fear not. I got a big announcement coming up in the next couple weeks, and I am very much looking forward to revealing what it is.


March Content Update

It’s the second week of the month, which means it’s time for me to upload another installment of The Soldier’s Guide to the Infinite Sea!

This month’s article is an overview of the Knightly Orders, the organisations which serve as the most visible sign of religious faith in the Northern Kingdoms. Wealthy, prestigious, and influential each in their own ways, the Orders-Militant, Orders-Succorant, and Orders-Aspirant all serve not only as expressions of faith in the Sainted Martyrs, but also as forces to be reckoned with in the political sphere of the Northern Kingdoms. Those who have played Guns of Infinity have already had a glimpse of what being a member of a Knightly Order entails, but you should all expect a lot more Order politics in the upcoming Lords of Infinity.

As usual, this installment was made possible by my supporters on Patreon. If you’d like to see more of this kind of content, feel free to become a patron. Donors at the $1-a-month tier get access to new articles a week in advance, while those who commit $2 a month get the ability to vote on next month’s article, as suggested by the $10-a-month backers.