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A jam submission

NIHIL OBLASTView project page

A virtuous virtual mission for FIST
Submitted by elyobretep — 24 minutes, 26 seconds before the deadline
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NIHIL OBLAST's itch.io page

Results

CriteriaRankScore*Raw Score
STYLE#103.7143.714
Overall#153.5003.500
SUBSTANCE#203.2863.286

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

It took a bit of rereading to really understand the content without the context of what it's referencing due to a lack of one paragraph to give the honest overview, but I really love the whole idea, it's extremely FIST at its core and is a really fun change of plans. Was an extremely fun realization at what's going on in this one!

Developer

hey, that's a fair shout! my intention was to make the whole thing scan without prior knowledge, and i did my best to lay out something coherent in the 'transmission' and 'objectives' sections, but if you've never played metal gear solid 3 i can imagine a big flavor loss.

even the needle drop thing is a bit of a misdirect. while mgs3 has an iconic bond-like theme, the pop song most commonly associated with the franchise now is duran duran's invisible, despite never appearing in one of the games (a tiktok mandela effect). wow ooh ahh nothing's real

Submitted

Fun pastiche adventure with a good twist. Only question I have is if there are rules for the dummy weapons that I missed or is that just up to the GM to interpret on the fly? Because suddenly coming up against a very real threat with ineffective weapons is one of my favorite parts of this scenario. 

Developer

Dummy weapons function mechanically like clones of real weapons, they just don't do the violence part. The idea is that at the objectives, you just run normal FIST-style combat, but when something would be lethal they'd just call "hit" mil sim style. I thought I specified they have full-fat weapons for the open field, and are instructed to switch to the dummies when they enter an objective area. it's supposed to introduce some of that back-foot friction you describe and possibly the opposing sense of "oh, we might need to shred some defenseless guys to stop this actual threat". Either way, the fun here is making the simulation go to heck, and I trust refs and players to make that happen (and quickly). I always try and keep it loose, especially when I'm jamming out a pamphlet. 

Submitted

Just gave it another look and you totally did specify that they kept their normal weapons on top of the dummies. My bad, just missed that bit.  

Submitted

Love the visual style, such a great tribute to that PS1 aesthetic. 

Submitted

Oh my gosh, just a really beautiful tribute. A lot of density (haven’t printed it yet but i bet this trifold feels great) but familiarity with thr source should give refs a good sense of what to do. Love the subsistence and camo concepts 

Developer(+1)

printer friendly version hopefully incoming when i get a chance this weekend!

Submitted

Nice work!

An interesting concept with some even more interesting outcomes.

Got to love the FAX unit.

Submitted(+1)

Who doesn't love a good homage to the GOAT of espionage games?

Submitted(+2)

Love the camo mechanic, trifold style and art is also super cool. Simple mission with a great twist in a neat package.