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I love the fact that there is no dice in this game. The resolution mechanic is really clever and encourages storytelling. Good job!

I am a bit worried that it would be a bit directionless for the regular employees. And it would be hard for the terrorist to kill anyone directly if the player on their right says "no" to every act of violence. Although you wrote regular employees can side with either side, there is no incentive for them to side with the terrorist. I understand it is hard to fit too much into a 200 word RPG, but maybe it would be better if everyone has a hidden objective.

Also, I am not sure how "the sun is dead" is incorporated into the theme, other than the mention of solar panels.

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I considered "The sun is dead!" as a battle cry for the terrorist when they try to bring down the solar energy company. It's metaphorical at best.

I agree with all of your concerns, and the game would need to be playtested to know for sure. It would be fun to play ten games and see how many end with the psychologist describing the epilogue and how many with the terrorist. Also, if you play the game again with the same group, perhaps they will go for the other ending. I don't know!

My idea was that the terrorist has to convince the other players that the outcome for their characters will be better in the terrorist's epilogue: perhaps they blow up the station and become space-pirates, which is cooler that the psychologist describing how everything goes back to normal and you're still stuck in your corporate job manning this space station.

Seating order makes a difference, and is also something I would like to playtest. If the terrorist is next to the psychologist, the psychologist can say no to all killings, but there's still the option for the terrorist to just play it cool and try to remain hidden and wait it out. If they can get the psychologist to point to someone else, the terrorist wins, so it becomes more about subterfuge than outright killings.