Planet Mercenary is a game I helped to write and did a majority of the rules design on, especially the initial engine and concepts.

It’s a game I’m very proud of. Exceptionally so, and I consider it firmly in the “Best Work” category of my career (which while small, is growing rapidly.)

Last night, the Game Chief Secrets PDF was delivered to backers. That marks the last big item from the Kickstarter owed to backers.

It also marks at least three months of downtime without thinking about Planet Mercenary (the team is taking a break.)

With the looming conclusion of the first round of the Planet Mercenary lifecycle, and the break hanging over my head like the famed Damocles Sword, I find myself reflecting about Planet Mercenary and the journey it set me on.

Enumerated notes about the Schlock Mercenary RPG, tweeted one at a time. #schlockRPG — Howard Tayler (@howardtayler) September 21, 2013

1) It's definitely going to happen. In some way, shape, or form, it is definitely going to happen. #schlockRPG — Howard Tayler (@howardtayler) September 21, 2013

2) We're not licensing somebody else's engine. @AlanBahr is putting all the meat on a mechanic I dreamed up. #schlockRPG — Howard Tayler (@howardtayler) September 21, 2013

That’s September, 2013. That’s is the day I sat down with Howard at the Dragon’s Keep (a game and comic store) in Orem Utah, and we talked about how I’d approach a Schlock Mercenary roleplaying game.

He told me a mechanic he had in mind that had been roughly outlined (Mayhem), and basically put me in a on-the-spot job interview, asking how I’d approach the design problem.

Howard has a mind for story telling, humor and understanding what an audience needs as opposed to their wants. It’s these qualities (among others) that make Schlock Mercenary amazing, and it was apparent even in that first conversation, that those qualities were going to be core to how he approached Planet Mercenary.

You all know the phrase: “Luck is what happens when preparation meets opportunity.” That’s exactly what this meeting was. Years of homebrew, entering online adventure and RPG writing contests, and dinking around as a freelancer or consultant made for a fun hobby.

Suddenly, it was a job.

And when Howard sent out those tweets that night after our meeting, it was a job like one I’d never had.

This was the day I had to sell Sandra Tayler on Planet Mercenary (to the best of my recollection.)

If you don’t already know, Sandra is…sort of the gatekeeper for Hypernode Media. She’s business-minded power behind Schlock Mercenary, and her and Howard handle all of it together.

This was the day where the project would live or die. Kinda a big deal. Sandra has a mind for business and potential I find myself jealous of. She understands what she does in a way I can only hope to approach.

In the Game Chief Secrets PDF, Sandra talks about this day and meeting, so I’ll avoid it. Just one note.

She says I was focused and sharp. All I remember is throwing up on the way to the meeting from nervousness, and the rest of the meeting is kinda blurry.

The Schlock Mercenary fandom is rabid (in a single word.) There’s an active reddit, Facebook group, forum thread, all the pieces. They support Howard and Sandra, and were exceptionally welcoming.

There’s even a whole, very active Facebook group for Planet Mercenary. It’s one thing to make something, it’s another to be able to watch it be embraced, criticized, and commented on.

It’s apparent that Planet Mercenary has a life of it’s own.

At the core of the experience are Howard and Sandra.

At points we were talking once to twice a week, with emails every day in between.

When you work with someone that much, you either learn to appreciate and love them, or you learn to hate and dread them.

Luckily, on my half (and hopefully Sandra & Howard’s), I landed squarely on the love and appreciate side.

Sandra & Howard are wonderful collaborators, among the best I’ve worked with (and I’ve worked with some serious talent.)

They’re supportive, understanding, engaged, and passionate about all their projects and all parts of their jobs. Even the ones that grind on, or drag, or could be considered tedious. They bring the same zeal and drive to everything they do.

I couldn’t have asked for better partners, and I’m grateful that they invited me in to their world and let me play around in their sandbox for bit.

I count myself lucky in some ways I never thought I would.

One quick note. I often comment on how only a handful of folks know how the popular sophont type of Esspererin got named.

During the Kickstarter, one of the stretch goals was more playable sophont types. We hit it, Howard and I were reviewing the list (at this point, we had something like 30 sophonts prepped for the game.)

Howard sent out an email listing the sophonts we hadn’t included, and some requests for “something robotic”, “something small”, and some other requests. I sent back a something small that became the Queltro (a popular sophont in it’s own right.)

With a wry joke (I’m not funny like Howard or Sandra), I also sent in a bonus small sophont (because “two Something Smalls, make a Regular Sized Sophont.) I had asked my wife for some feedback before I sent them over (as I’m wont to do.) She mentioned the game needed gremlin space fairies.

Below is the original pitch for the Esspererin (dated 5/12/2015.)

Extra Something Small: Extra Something Smalls are tiny little humanoids with 4 wings. They can actually survive in the vacuum of space without breathing, and LOVE mechanics (their home planet never developed technology like that, due to their size). They’re considered bad luck, and tend to act like pilot fish, following ships around space ports and repair station, doing “unauthorized repairs, which usually go horribly wrong.”

Gremlins : Anytime a Extra Something Small does a Mechanic, Engineering, or Computer’s check, invert the color of the Mayhem dice. That’s right. The two regular dice are now Mayhem dice. The mayhem dice is now a regular dice. However, the GM automatically gains the Mayhem card before a player can look at it and this card can’t be negated by a player. The Extra Something Small gains a RiPP every-time they make one of those skill rolls.

Flight: Extra Something Smalls can fly. Simply allow them to move in 3 dimensions. No biggie here.

Skill Bonuses : +1 Dodge, +1 Computers, +2 Engineering, +1 Mechanic.

Skill Penalties: None.

Obviously it changed. I have to confess, I’m exceptionally proud that the Queltro and Esspererin are such integral parts of the Schlock Mercenary canon, and that I could provide the story seed that Howard was able to take and spin into something wonderful and unique. Every time they appear in the comic or a player raves about them, I smile. Knowing something I helped start is going to last a long time and bring enjoyment to others is a feeling I never thought I’d have.

And since I promised: Esspererin stands for “As Per Erin”, since the base idea of space gremlin fairies came from my wife in a conversation with her.

Howard says: “Small correction. Esspererin is not “as per Erin.” It’s “Extra small something, per Erin.” E.S.S., per Erin.”

You can buy Planet Mercenary here. And I think you should. Not just cuz I get paid if you do (I do), but because it’s the smart thing to do if you like good, clever, unique games.