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(+1)

Well-organized and detailed longform (for most FIST content) supplement including a mission, cool experimental items for players to collect, unique monsters to confront, and themed TRAITS for players to acquire.

I have always found deep sea adventures to be naturally intense scenarios, much like deep space, because the environment itself is inherently deadly. With this mission, players have little room, relatively speaking, to flee given the limited number of rooms and their inability to exit the station until they find the escape pod. This intensity is baked into the scenario from the very beginning, as the characters must teleport into the mission without knowing if/how they’ll be able to leave. Additionally, the scenario is cleverly designed to rachet up the tension and the threat by scaling creatures up as the players complete stages of the mission.

The only (minor) recommendation I have would be to include some non-Key Facility examples for Referees to draw on (e.g., storage areas, a mess hall, decontamination stations) in determining the station layout. The document suggests making every room feel like a trap without necessarily being one, and I think it would help contribute to the tension if players couldn’t be confident that each area held something important. That would up the risk-reward tradeoff of searching every space, since they wouldn’t be assured of locating a useful item everywhere they went. A random encounter table with suggested scenarios (e.g., characters discover a collection of corpses of which 1D4 are actually Husks waiting to ambush them) could also help less experienced Referees in fleshing out the mission.

I realized that my original comment won't show up  on the non-jam project page, so I'm going to repost it there so it will be a public endorsement