Nice Games Jam: "Dark Star"
Nice Games Club - a gamedev podcast! - A podcast by Ellen, Stephen, and Mark - Thursdays
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No, your nice hosts aren't pitching an adaptation of the 1974 film of the same name, but returning guest host Sarah Seember Huisken counts it as an inspiration for the solo-play tabletop RPG we workshopped in this episode. Immerse yourself a galaxy of corporate factions, fluid allegiances, and space pirates!Scum and VillainyThe 5 best solo board games - Rafael Cordero, PC GamerPromptWorkshop existing solo-play TTRPG concept.Game typeTabletop gamePlayer count1 -?MaterialsPlayer dossier (player character/ship sheet, notes)Dice (how many? which type? we didn't figure that out!)Module booklet (includes blank pages for journaling/recordkeeping)SetupSarah's draft ship systems sheet:RulesEach adventure module is an "assignment," which consists of a multi-page booklet.Page 1 - Summary: Provides the “goal” for the player as defined by “quest-giver.” Page 2 - Assignment parameters:Player reward (and possible advance payment)Assignment type (Cargo, Escort, Espionage, Assassination, etc.)Constraints (time budget, stealth requirement, equipment restrictions, etc)Supplies (mission-specific resources such as maps, documentation, etc)Risks and Opportunities: These are facts about the assignment's setting and characters that will impact the player differently depending on their alignment, ship condition, and other stats. Pages 3+ - Story ActsGenerally, each act should fit on one booklet page, providing all the narrative and mechanical information required to play though it. Acts may have alternate versions, each with its own page.Act I: A introduction/setup to the story, giving the player hints they can use to make preparations for the assignment. The player can spend actions in this act to tune their ship / Equip thier character / recruit NPC pals/crew, etc. Story events may include NPC conversations, skill checks, or other light gameplay. This act may be wholly different depending on which "class" the player is aligned with.Act II: A conflict or mechanical gameplay sequence, usually related to ship functions. Examples include ship battles, navigational challenges, serious malfunctions, etc. The outcome of the sequence changes the narrative ending of this act, expanding or limiting the player's options. The outcome of this act will also frequently alter ship stats, player inventory, etc.Act IIIa, Act IIIb (c, d?): The player character must make a choice in the narrative, which determines which scene will end the story. The outcome of Act II may inform or limit this choice. Each scene plays differently, one might be a daring escape, while the other might be a diplomatic resolution. Final Page - "To Be Continued In...": A list of other modules/assignments for the player to choose from in order to continue their character's story. Options may be limited depending on the version of Act III selected, the player's stats, Act II outcomes, class alignment, or other factors.Example Assignment: “The Asset”Summary: Email from corporation: “Take this large crate from planet Kittytail to planet Puppydog in time for the big corporate gala. Don't be late, and don't look in the crate!" ParametersReward: Standard rate, no advance!Assignment type: CargoConstraints Time limit: Must reach destination without taking too many actions. NDA: can't run with other players or NPCs, can't stop for supplies.Supplies “Papers” needed to pass planetary customs. Fuel stipend (whatever you don’t use, you can keep)Risks: Planet Puppydog is not friendly to scruffy types. Certain player stats might cause issues/delays at customs.Opportunities: Access to future assignments on planet Puppydog (only available to “good dogs”). Act I: "Pick up the cargo" Learn a bit, experience some glitches, spend/waste some timeSome random events, die roll checks Act II: "Oh no, it's pirates!" Battle type: targeted attack, pirates intend to board your ship, not destroy itPirates attack random(?) stat, over a certain number of turns (5?). Player can react with actions, depending on stats and prep actions. Actions spend the player's time budget. Can attack, evade, etc.Can call for help, but if your comm stat is low, your general distress call might violate your NDA.On battle failure (some stat threshold): Pirates board your ship Player can choose to hide, reveal, or protect cargo, costing actions.If pirates discover the cargo, they open the box!If they are fended off, player can get curious, and open the box!The cargo: “It’s clearly important…” but you don’t have any idea. It’s some kind of mysterious artifact maybe? Act III-A: "Deliver the cargo" Did you arrive on time? No? Corp docks your payGotta get though customs. Conversation/diplomacy mechanic. Audited for inspection? If you don’t have a lot of time, you can make risky moves to speed things along.Once you get though, you deliver the cargo to secret folks in bio-suits. Oooo, mystery vibes that will pay off in a future module, no doubt!Story ends at the gala! Enjoy a cocktail at the expense of the corp! Act III-B: "Steal the cargo!" Escape the system with the mysterious cargo! Stealth check!Get caught? It's time for a second battle!Make it out of the system? Story ends with a tease: what is this thing and what do I do with it?Get caught by the corp? Go to corporate jail. Do not pass GO. Possible "To Be Continued" modules:Check out the Puppydog job board!Investigate the artifact by following your mysterious client to a hidden lab on planet Puppydog.Escape with the artifact and take it to this crackpot scientist you met once.Corporate jail break!