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A jam submission

SYMBOLView project page

A FIST supplement about cognition-breaking and reality-warping hazards!
Submitted by Post-Socratic #9999 — 1 hour, 2 minutes before the deadline
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SYMBOL's itch.io page

Results

CriteriaRankScore*Raw Score
SUBSTANCE#203.5784.000
STYLE#262.4602.750
Overall#263.0193.375

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

SYMBOL is an SCP inspired supplement that adds memetic dangers to FIST, and it's straight up one of my favorite pieces of writing in FIST.

The PDF is 27 pages, with a clean, readable document-style layout. A lot of hyperlinks and references are provided to the SCP wiki, so this might also work as a jumping off point for exploring SCP if you become interested while reading.

Contents-wise, the tone of SYMBOL is fairly academic, but there is a genuinely nice content warning that takes into account that some folks might have a rougher time with memetic horror than others. There's also clear and direct communication with the GM about how best to add the material in SYMBOL into a FIST game---but it's so universal and carefully thought through that I think it'd be worth reading even if your intent is to run a different system.

SYMBOL does add a few new mechanical elements to FIST, essentially new broad saves against memetic danger like M-RESIST and C-RESIST plus a system of specific memetic immunities, and there's also (really, really good) new TRAITS and hazards, but a lot of SYMBOL's words are centered around positioning these new elements in your story. For example, the Antimemes section goes for about four pages, but there's only two TRAITS and no monsters---just instructions on what an Antimeme would look like and how it would narratively behave.

I think in another supplement this wouldn't really gel with me, but instead I kind of ended up with a brain overflowing with ideas by the time I was done reading. If you want to create SCP inspired game material, you might want to shuffle SYMBOL to the top of your to-read list.

Overall, this is an incredible (though relatively academic) supplement for not just FIST but any SCP-adjacent game. You could use the principles in SYMBOL for Delta Green, or LIMINAL, or Unknown Armies, or JoJo's. If you're a GM or a game designer that likes to work with memetic horror, I'd strongly advise giving this a read.

Minor Issues:

-Page 10, does M-RESIST work on antimemes? The section seems to imply that characters might have a RECALL score instead, or that certain experiences maybe have an innate RECALL property. However the ANTIMEMETICIST also has an M-RESIST. I couldn't quite work out authorial intent here.

-The information in some sections could benefit from being a little more centralized. M-RESIST, C-RESIST, and Inoculations could all fit in one frontloaded supersection.

-Page 23, should NAMELESS have a FORGET score?

Submitted

Pretty cool submission! I would like if the font was a little larger on the content though, can be a little hard to parse at time, but love all the ideas here

Submitted

FIST's place in the sort of unfiction and modern horror you see in the works of Remedy Game Studios or SIGNALIS is a really cool part of its design that makes it stand out as more than just an "Espionage Game." SYMBOL codifies that stuff in plain, clear english from the perspective of GM advice as opposed to a "setting book." The naturalistic language at use here is really good for FIST's improvisational, light roleplaying ruleset. New traits and roles related to the new theme is a CLASSIC move that I think every splatbook in FIST should do. I'm kicking myself not doing it in my own submission!

I find the aesthetic to be a double-edged sword: the plain word document style is extremely readable and usable and something as complex as memetic science fiction needs that clarity, but at the same time I feel like games about the conveyance of information could, very thematically, have cooler conveyance. I think that that's the number one place one could improve this project post-Jam and I think it's an excellent decision to get the text out the door before any aesthetics. Could you imagine taking on-site photography related to your project despite a looming deadline?? You'd have to be some kind of idiot, hahaha!

I'm not sure about some of the rules--cognitive therapy seems to take quite a long time, especially with more virulent memes, but it's an easily fixed rule you can play with, not something that the game is built on or that will have knock-on effects from changing. The COGNITOHAZARDOUS trait could use some better rules about how badly your DISRUPT should mess people up, but referring to other damage-dealing Traits is a good way to math out an ideal way to mess someone up that perceives you in the meantime.

Overall a really cool expansion with a lot of promise and excellent execution on a complex idea.

Submitted

FIST's place in the sort of unfiction and modern horror you see in the works of Remedy Game Studios or SIGNALIS is a really cool part of its design that makes it stand out as more than just an "Espionage Game." SYMBOL codifies that stuff in plain, clear english from the perspective of GM advice as opposed to a "setting book." The naturalistic language at use here is really good for FIST's improvisational, light roleplaying ruleset. New traits and roles related to the new theme is a CLASSIC move that I think every splatbook in FIST should do. I'm kicking myself not doing it in my own submission!

I find the aesthetic to be a double-edged sword: the plain word document style is extremely readable and usable and something as complex as memetic science fiction needs that clarity, but at the same time I feel like games about the conveyance of information could, very thematically, have cooler conveyance. I think that that's the number one place one could improve this project post-Jam and I think it's an excellent decision to get the text out the door before any aesthetics. Could you imagine taking on-site photography related to your project despite a looming deadline?? You'd have to be some kind of idiot, hahaha!

I'm not sure about some of the rules--cognitive therapy seems to take quite a long time, especially with more virulent memes, but it's an easily fixed rule you can play with, not something that the game is built on or that will have knock-on effects from changing. The COGNITOHAZARDOUS trait could use some better rules about how badly your DISRUPT should mess people up, but referring to other damage-dealing Traits is a good way to math out an ideal way to mess someone up that perceives you in the meantime.

Overall a really cool expansion with a lot of promise and excellent execution on a complex idea.