Tuesday, September 15, 2026

Populating an Alien Ecosystem (with Gameable Stuff)


I've been running a homebrew adventure for my Mothership crew that began life as a response to one player's yearning for a Scavengers Reign TTRPG experience but has turned, both in development and at the table, away from being a wilderness-crawling survival adventure and toward being more of a horror mystery (which, incidentally, has made it more suitable to pitch for the Jump-9 Writers Grant, which I'm probably gonna do). Still, I put a bunch of work into coming up with zany alien life for the players to puzzle out and the PCs to interact with. I started out by coming up with a fairly novel planetary setting, then sketched out a few biomes the PCs might traverse, came up with a few broad-strokes ideas about what flora and fauna looked like (basic body plans, colors), and then got down to coming up with a bunch of details about the first biome they'd be in. Using various tools, particularly this handy generator based on Sebastian Romu's work and the very charming Exquisite Biome by Caro Asercion, I cooked up a half-dozen animals and a dozen plants.

As is so often the case with this kind of detailed game prep, it was a lot of fun, but the juice wasn't worth the squeeze in terms of gameplay outcomes. I had a ton of information, but a lot of it was totally extraneous, and what wasn't extraneous was often imperceptible to the PCs, or perceptible only if they took a sustained interest in something. And how were they supposed to know what to study in depth? I came up with some clues about interactions among my xenobiota (this crab-like invertebrate is drawn to this plant-like organism; the bark on this “tree” seems to be consumed by some other lifeform; these things seem only to grow near these other things) but the only way to get that information across was to either hope they asked the right question or make an exhausting info dump. There were other problems, too—turns out my friends, bless their hearts, are squeamish about murdering vertebrate animals.

I need a system that's more player-directed. Give them a broad sense impression of their environment, then let them ask questions and have their interests or needs drive what gets created (or fleshed out) ad hoc. What looks edible? What could we use as a parasol? Can we turn any of this into a prybar? Consequently, I need simpler, faster tables for generating lifeforms. This'll be handy for the game I'm presently running, but it'll be essential for a more open-ended, more squarely Scavengers Reign–inspired campaign, which is something I do want to return to. I want these rules to:

  • Be usable at the table without interrupting the flow of the game. A couple die rolls, some immediately gameable results. Should be worth using for more in-depth prep, too, but it's essential to just be able to roll a fistful of dice and instantly be able to tell the players something that's evocative and that they can act on.
  • Produce a range of sensory impressions. What does it look like? Does it have an odor? Is it making sounds? (“What does it feel like?” and “What does it taste like?” are important too, but they can and should wait for a more methodical investigation, which helps reduce the number of rolls that have to happen all at once.)
  • Give results for lifeforms analogous to plants, fungi, and invertebrate animals that have a high probability of being useful to the PCs. No need to be “realistic” about it, especially when Scavengers Reign (where practically everything is useful or interactive) is the North Star. It is a game, after all. (And perhaps there's a good lore justification for a high degree of usability and combability with human anatomy or technology…)
  • Give results for lifeforms analogous to vertebrate animal that are interesting without demanding that the players go hunting, and ideally encourage nonviolent interaction (but also sometimes encourage the players to guard against being hunted).
  • Occasionally provoke stress checks. Gotta keep the players on their toes.

 

* * * 

 

The sensory qualities are pretty straightforward. I've already been trying these out at the table, where they work great; they probably aren't enough to bring things to life from first principles, but given that I already have a good sense of what plant-like stuff and animal-like organisms generally look like here, these prompts are enough for an off-the-cuff description of something new.

 

d20 colors (2d10 for photosynthetic organisms; this is under a K-type main sequence star):

  1. White
  2. Ultraviolet (appears black or dark purple to human vision)
  3. Violet
  4. Periwinkle
  5. Azure
  6. Teal
  7. Olive green
  8. Lime green
  9. Gold
  10. Saffron
  11. Amber
  12. Orange
  13. Vermilion
  14. Scarlet
  15. Amaranth
  16. Maroon
  17. Infrared (appears black or dark red to human vision)
  18. Black
  19. Pink
  20. Powder blue

 

d10 textures:

  1. Smooth and rigid
  2. Smooth and soft
  3. Abrasive
  4. Ridged
  5. Scaly
  6. Stippled
  7. Sticky
  8. Velvety
  9. Spiny
  10. Porous

 

d10 animal sounds:

  1. Trilling
  2. Chirping
  3. Barking
  4. Roaring
  5. Shrieking
  6. Singing
  7. Trumpeting
  8. Wailing
  9. Rattling
  10. None

 

d5 plant sounds (or maybe d10, with 6–10 being none):

  1. Creaking
  2. Clacking
  3. Rustling
  4. Rattling
  5. Whispering

 

d10 odors:

  1. Fragrant, like floral perfume
  2. Resinous, like pine sap
  3. Sweet, like ripe berries
  4. Sharp, like citrus fruit
  5. Minty, like…mint
  6. Burnt, like coffee or woodsmoke
  7. Yeasty, like rising bread or old socks
  8. Acrid, like cleaning fluid
  9. Pungent, like garlic or horseradish
  10. Putrid, like rotting matter

 

d5 (dominant) flavors:

  1. Sweet
  2. Salty
  3. Sour
  4. Bitter
  5. Umami

 

d5 intensities (for odor or flavor; might be better as a weighted scale on a d10):

  1. None (or imperceptibly weak)
  2. Weak
  3. Distinct
  4. Strong
  5. Overwhelming

 

Working out what organisms are useful to the PCs is a little trickier. I might want to weight these differently, and I might want a roll to determine how many parts of an organisms are useful, and which parts (a plant analog might have tasty but nutritionally empty leaves, nutritious but unpleasant-tasting bark, and poisonous roots, for instance). On the other hand, that might be something I can just leave to player initiative/discretion. As a rough first draft, at any rate:

 

d10 useful/harmful qualities

  1. Inedible (can't be digested)
  2. Inedible (repulsive, possibly emetic)
  3. Inedible (toxic)
  4. Edible but neither flavorful nor nutritious
  5. Edible and flavorful but not nutritious
  6. Edible and nutritious but not flavorful 
  7. Edible, flavorful, and nutritious
  8. Has pharmacological properties
  9. Can be processed into tools
  10. Can interface directly with the human body


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