Did you forget to upload the game?
Binary Star Games
Creator of
Recent community posts
By “presentation” I mean like the layout/etc. It’s very readable.
If your goal here was to provide a skeletal core of key scenes and decisions to be expanded on, this doesn’t accomplish that because there do not appear to be any decisions and the scenes are too specific and self-contained to lend themselves to expansion as written. I was writing from the standpoint of assuming these were just the needed activities to repair the ship in the context of larger scenes, because that’s how they read, and responded accordingly.
Part of writing an adventure is anticipating player decisions based on the possibility space (What kind of planet is this? Based on that, what will players often want to do after their ship crashes?) and providing enough details that they can make reasonable choices with expected outcomes. Statblocks with little interaction and a series of rolls aren’t terribly interactive or interesting on their own, the context in which they’re presented is usually the interesting bit and the part that I’d want an adventure to help me come up with.
A fully linear adventure with no deviation from a predetermined “story” of how things progress is extremely not my jam and not anything I’d want to play in or run so I don’t really have much to add as far as intent.
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.
I like all of the individual scenes you’ve got here, the premise is great, and (with some proofreading needed) the presentation is solid!
Regarding the general design, my biggest reservation is that as presented, it doesn’t seem like there’s much in the way of player choice involved in how anything goes down. I would be inclined to think about providing enough further detail that players can come up with alternate ways to solve things, decide where specifically to scavenge, figure out where best to do thruster testing, and so on (and anticipate some of the ways all of that can go wrong depending on those choices).
Very cool setup! Lots of room for interesting drama, personal and corporate and political.
The denseness (and general typesetting) definitely makes it tough to read. There’s a few things you could do to alleviate it but from other comments you just have a longer/less dense version elsewhere so I won’t belabor the point.
A pretty good setup all in all! The choose 3/need 2 decisions are particularly good, though I do worry a bit that it takes a lot of specifics and details on the GM’s side to make those pop - this one would really benefit from having another page to expand it out.
The presentation (consistency with fonts, proofreading) could use some fine-tuning. It also wasn’t 100% clear to me in what order the panels of the trifold should be read.
Fantastic work for one day! I have a few quibbles with order of information presented (for instance, I’d probably prefer all of the variables like processing speed, suspicion, ship fall and what they do laid out up front) but it’s no big deal. Looks very good for the intent, though I’d probably want to firm the map graphics and fonts up a little. I’m nitpicking, though: it’s pretty solid, especially given the timeframe!
Sure, that probably falls under Framed by the Apocalypse: https://binary-star-games.itch.io/fbta































