Backstory, Acknowledgements, etc.
Before I dig into things for the game itself, some acknowledging my biggest inspiration, and a little storytelling.
The reason Magic Assholes in Space exists at all is because of a TTRPG called Space Kings, and the Pretend Friends podcast, run by Kevin Cole, creator of Space Kings and many other very cool games and maker of many cool podcasts! Space Kings is notable for it's card-based core resolution mechanic, and it's improvisational storytelling. Very influential, to say the least.
Back in 2018, my weekly game nights were a kind of in shambles. Scheduling problems and general burnout had killed several attempts at getting a consistent campaign going. We were both just too tired and switching systems, spending the time reinvesting in a new setting, only for the game to fall apart after a couple sessions was getting badly demoralizing.
So I had this stupid idea that combined my desire to play something with a tone like Space Kings, my ever-present itch to design a TTRPG, and a handful of ideas I'd piled up. Back in 2018, Space Kings wasn't out yet, (it is now! Go check it out!) but I still wanted to use that inspiration and I wanted to turn the act of designing the game into a group activity. Trying to dump a whole-ass setting on the table before the game started was a thing I'd also burned out on and not something I wanted to waste the energy on, so I adopted a more improv and collaborative approach for that, also.
I initially played with the idea of mixing and matching sets of dice, but the allure of Space King's "Faces and Aces" card mechanic just sounded too fun and I started getting this little voice in the back of my head that kept saying, "Why the hell not?" The whole idea might not even last or go for more than a single session, so I thought it was better to just take this chance and try it! At least it would be a chance to scratch that itch.
Why the hell not? would later become a sort of mantra for this whole thing.
I knew I wanted to do something with space as the setting, but with magic as a prominent element. The title "Magic Assholes in Space" came to me almost instantly and I don't think I could ever come up with something better and I really wouldn't want to either. It perfectly captures everything I wanted this game to be. After 2 weeks of lazily jotting down ideas and slapping together a character sheet in google docs, we jumped into our first playtest session and hit the ground running.
The first playtest session had a couple hiccups, but it worked! Some things needed tweaking, but that was fine! The players escaped the belly of a space dragon, fought a cosmic snail knight, assembled a new ship out of two ships, and installed a mythical V8 engine into it so they could escape the dark space between galaxies! It was awesome!
We had several players come and go, but the playtest turned into a year-long campaign that ended up being supremely memorable. Hands down the best experience I've ever had running any TTRPG in my life. Even with there being no rulebook and some big changes being made week to week, running and playing was a breeze in a way that none of my previous campaigns had ever been.
Now, in the intro post, I said I started in 2019 (since edited), and that made no sense for a particular reason. MAiS was actually started in 2018. My memory is just awful. This is mostly important because the first playtest that ran for over a year was put on pause in February 2020, which ended up being about a month before covid lockdowns started. For obvious reasons, things kinda went on indefinite pause. We had talked about returning to our storyline with the same characters and seeing where the story went after the crew decided that they'd fucked up too much in one galaxy and it was about time to go check out another one, but the opportunity just never really came around again.
Since then, development has slowed, but some big strides were made. We did a couple one-shots run by other players. There were the GenCon games in 2021, the short-lived Hypermall game in 2022, and the currently paused online game in 2023. There's talk of starting something new, but we're still in the very, very early pre-game phases on that.
I kept telling myself I'd keep working on it, but my desire to work on the game is seemingly proportional to the amount of time I spend running it. So, one of the things I hoped to accomplish by tumblr'ing stuff about MAiS is that it would both motivate me to do more work, give me excuses to talk with people about it, and allow me to trick my brain into staying in gamedev mode long enough to finish some kind of, at minimum, zine-like share-able version of the ruleset.
And here we are now! Space Kings is out and I can say that my game definitely shares its DNA, but also that it is distinctly divergent in its design philosophy. I hope this post gets some people to check it out, but I also hope people stick around to see what I've got going on with MAiS because I personally believe it's got a lot of cool things going for it.






