I know we haven’t talked much about game mechanics yet, and for a good reason – as the game develops, there is a real chance that any mechanic we designed or built could get changed. However, there are some systems, such as the Prop system, that we’re really happy with and know will be in the game at release.
What’s a prop and why does Starmourn have them?
Technically, a prop in Starmourn is an item that’s generated in a room based on its environment sub-type. Every room has an environment type (like ‘urban’ for instance) and a sub-environment type (like, say, ‘office’). In the case of an ‘office’ sub-environment you might see things like desks, chairs, cabinets, and so on, whereas in a something like a ‘ruins’ sub-environment you’d get props like toxic waste barrels, vandalized billboards, or fallen slabs of syncrete.
Our awesome lead builder – Laura Martz – created somewhere around 300 different types of props. Some rooms will have none, some could have five or six. Importantly, this is random, and when a prop is destroyed (more about that below), it opens up a chance for a new prop to potentially be generated in that room.
As to the why – we wanted the ‘terrain’ to matter more in Starmourn room-to-room than it does in our existing MUDs. Terrain in this case refers more to the metaphorical terrain that might matter in combat than the ground itself.
What can you do with props?
Well, what you can do with them depends on the prop itself, but right now the list includes the following, all of which will only be doable with props that make sense. You can’t lie down on an office chair, for instance.
- Sit on them – kind of obvious, and each prop has a capacity of people it can hold. A chair might have a capacity of one, a bench could have a capacity of three.
- Lie on them – has a capacity similar to sitting.
- Put things on them – you can likely figure this one out yourself.
- Climb on top of them – has a capacity similar to sitting. When you’ve climbed up on something, many melee attacks won’t work from the ground and vice-versa, but things like guns or other ranged weapons will, of course, still work.
- Take cover behind them – How could we have a sci-fi game without the ability to take cover and pew pew pew at someone with your blaster? We couldn’t! When you’re behind cover, you get partially protected from ranged attacks, and completely protected from melee attacks until someone just jumps behind the cover you’re behind and punches you in the face.
- Flip them over – A table is kind of useless as cover until you flip it on its side, after all.
- Set them on fire – Burn baby, burn! It’ll take some time to burn, and then will disintegrate into ash.
- Watch them explode – Some props will explode instead of disintegrating, damaging all other props and players in the room, and possibly setting other flammable props alight.
- Watch them expel shrapnel on exploding – Some explosive props also eject shrapnel on exploding, which can actually set props in adjacent rooms alight, causing them to explode. As you can therefore see, it’s possible to set up chain reactions across rooms.
- Throw them at other people using kith abilities – Yeah, I love it when Darth Vader tosses crap at Luke Skywalker in the Star Wars movies, and you’re going to be able to do that in Starmourn too.
We’re all pretty excited about props, and we will no doubt add new interactions to them as we go forward.
Just added an entry to the site on the Nabia – a race mentioned multiple times previously. They’re quite disliked due to their manufacture and widespread sale of addictive hard drugs like glitter and whisper dust, and their deep involvement in slave trading.
Can’t wait to kill me some Nabia scum!

A Nabia
Very excited to announce our first class – Biointerfacing Exoskeletal Assault Suit Technician – B.E.A.S.T!
Read about it on its page!
Just added a page on the Celestine Ascendancy – the 3rd and final of the player civilizations we’ll have for release! They’re kind of the twin of the Song Dominion, and the two of them have long been at each other’s throats.

Litharge, capital of Glisall II.
I just published some fairly extensive history on the Bushraki, from whom we get wetwiring and mindsims both. Once tools of the Sa’hak-ren Hierarchy, and later unwittingly duped by the Ishvana, they’re a tragic, broken race of unstable, cybernetically-enhanced, drug-addicted humanoids whose genes indicate that they’re an incredibly old race, though they only reached spaceflight a couple thousand years ago. A real fun bunch to party with, right up until one of them, all hopped up on whisper dust or glitter decides to it’d be fun to see what kind of sound you make if she reaches down and slices your achilles tendon or decides to make you dance, Goodfellas-style.
Head on over to the NPC Races page to read about them, and the important role they’ve played in Starmourn history. You’ll also learn where wetwiring and mindsim tech came from!

A male Bushraki.
Seen the new trailer? I love Mass Effect! I love the lore, the setting, the tone, the storytelling, and the gameplay. It hits all the right buttons in sci-fi for me.
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