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A jam submission

BlindspotView project page

Satellite collision repair in the alt-past orbital Cold War
Submitted by Glitched Tabletop — 3 hours, 25 minutes before the deadline
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Results

CriteriaRankScore*Raw Score
How legibile and easy-to-understand is this mission?#113.0155.000
How appropriate/desirable is this as an astronaut mission?​#113.0155.000
How stylish is this mission, visually?#112.4124.000
How well are design principles used to create a fun mission?#112.7144.500
Overall#112.7894.625

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which astronaut RPG/setting is this for?

Orbital Cold War

Which hard mode challenges did you do?

Optional theme Last-chance rescue.

What do you want comments/critiques to focus on?
Three main things:
- Is the technical conflict compelling, both as a player and as a referee?

- Does the interruption from the opposing *nauts feel interesting and adequately disruptive without being a complete detour?

- What's missing that would help you run this?

How harsh do you want people to critque your submission?

Be brutally honest

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Comments

Submitted(+1)

In general this is pretty good! Very astronaut (/cosmonaut), obviously. The presentation’s a little sparse, but it’s not too bad.

Is the technical conflict compelling, both as a player and as a referee? For the most part, yeah! I appreciate that there’s at least two suggested solves for each thing that needs repair.

*Does the interruption from the opposing nauts feel interesting and adequately disruptive without being a complete detour? The interrupting astronauts are way more interesting conceptually than the interrupting cosmonauts because they know things the players may or may not know and are willing to act in ways that will compromise player actions.

What’s missing that would help you run this? Each satellite could stand to have a little more explicit direction regarding players doing their required tasks: specifically the last task, repositioning/returning to current orbit. One thing I’d immediately think about as a player that isn’t represented here is the idea of salvaging the other satellite in some manner, a little guidance there might be good as well (especially when the interlopers arrive!). Some more specific courses of actions that the interlopers take on arrival would be helpful.

Bonus round: It’d be sick as hell to, instead of having NPC interlopers, have a one-shot version of this meant for a group of PCs to be split between the two camps arriving at the same time with those differing tensions and motivations.

Developer

One thing I’d immediately think about as a player that isn’t represented here is the idea of salvaging the other satellite in some manner, a little guidance there might be good as well (especially when the interlopers arrive!).

My intention was that players could pick parts from the opposing satellite, so I’ll definitely expand on that in the next version.

Submitted (2 edits) (+1)

Blindspot by Glitched Tabletop
Reviewed by: Justonky

I just make up a rubric to use that seems like it would work and get rid of criterions that doesn't seem to apply. Thought I could have a universal rubric, this failed right on my very first review/rating, so now it's just gonna get modified for every game as needed. Very haphazard yes, but eh...

Rules Clarity
I have no idea how to play Orbital Cold War, so it’s gonna be based on vibes and the things you asked that reviewers focus on. I think this is a very rules light system going by the ratio of lore to mechanics, and so it’s not that hard to guess how this works in the context of RPGs. That all said, I primarily design solo games these days, so take my critiques with a grain of salt. 

Prose
It has the jargons and makes references to things I don’t personally really understand but can infer from context. I assume the Orbital Cold War rulebook has extensive lore information on all of this? Anyway, as a hard sci-fi styled setting, the prose works.

Aesthetics
Feels like a technical manual. Well done. I get that this is probably just not having art, but still, well done. If adding art, I’d suggest adding xerox’d photocopy messiness, scribbles in the margins, and random photos of Cold War era space stuff.

Does the interruption from the opposing *nauts feel interesting and adequately disruptive without being a complete detour?
Having an incoming antagonistic force is always a good idea. It builds narrative tension and also acts as a timer in a sense. The PCs can also choose violence or diplomacy, which opens up more roleplaying options.

What's missing that would help me run this.
Alright, I think, and speaking from a layout perspective (I am a graphic designer/layout artist by trade), consider trying out a two column layout. This means that the reader’s eyes don’t have to scan from left to right as far, which is tiring. I said try it out, it may not be ideal. 

Use boxes. I am not sure where, but some information can be inside boxes to better distinguish it from other forms of information. Wait, use boxes for the Interloping Astronauts. Proper “Monster Stat block” styled. This kind of NPCs are clearly a very different form of information from other parts of the book.

That being all said, what’s clearly missing is that I need the Orbital Cold War rulebook to understand if your use of dots, circles and squares for information hierarchy is unique to you or is the recommended norm set by that game?

Typography
The best part in my opinion. A well laid out text on white paper is harder to accomplish than people would think. You also chose theme appropriate typeface/font. Tight.

Developer (1 edit)

Use boxes. I am not sure where, but some information can be inside boxes to better distinguish it from other forms of information

I did plan to use a table detailing each satellite’s systems & issues, but couldn’t make it fit in-the-moment. I’ve implemented that idea, and you can see it attached at the bottom.

what’s clearly missing is that I need the Orbital Cold War rulebook to understand if your use of dots, circles and squares for information hierarchy is unique to you or is the recommended norm set by that game?

It doesn’t stem from OCW. I initially picked it up from the Mothership campaign Gradient Descent, and a similar pattern is frequent enough in OSR/NSR games. The hierarchy usually goes:

  • Obvious detail: Detected just by the players existing in the same space, with a (skill requirement) determining if players recognize what they’re looking at.
    • Secondary details: Either some related action the player can perform, or additional details that require further investigation (like a higher skill check).
      • Tertiary details: Action that only be performed by knowing the related Secondary detail.

The symbols (black circle, white circle, black square) are just the defaults and only meant to communicate the level of detail.

These nested bulletpoints have become my natural style, but this information hierarchy can be confusing for some people. Below is my attempt at cleaning it up (along with implementing your box suggestion).

Let me know if you think this is a significant improvement on both counts.

Edit: ignore the bullet point in the last row, I forgot to delete that.

Developer

Another follow-up:

jargons and makes references to things I don’t personally really understand but can infer from context. I assume the Orbital Cold War rulebook has extensive lore information on all of this?

Are there specific references and pieces of jargon that you needed to infer?