Orbital Cold War: Troubleshooting Vehicles, Robots, and Vacc Suits

Astronaut Harrison H. Schmitt, lunar module pilot, works near the Lunar Roving Vehicle during the third Apollo 17 EVA.

Orbital Cold War, Zozer’s alt-1990 lunar cold war setting, offers a unique procedure for generating and troubleshooting technical issues on spacecraft using a random table of malfunctions and causes.

But for scenarios that take place on the Moon (rather than in orbit of the Moon or Earth), its focus on spacecraft isn’t pertinent. So I created tables for rovers and drones, which player Astronauts and Cosmonauts are more likely to deal with on the Moon.

I also included my Vacc Suit malfunctions from an earlier post, for ease-of-reference.

Vehicle Malfunctions

Astronaut Harrison H. Schmitt, lunar module pilot, works near the Lunar Roving Vehicle during the third Apollo 17 EVA
Harrison Schmitt working near the Lunar Roving Vehicle during Apollo 17

When encountering Vehicle Malfunctions, follow the normal Troubleshooting procedure (OCW pg 50) using the below Malfunctions instead. Use Ground Vehicle or Loader (or another appropriate skill) when rolling to fix the malfunction instead of Pilot.

1D6ProblemConsequenceDeadlineChecklistRepair Time
1Wheel malfunctionMove at half speed15mAlignment,
Faulty breaks,
Puncture
5 min
2Instruments & CommsLose speed, navigation, and communicationimmediatePower short,
Disconnect/interference,
Computer crash
15 min
3Controls-2 to checks to drive or operate attached hardware90 minutesSteering column disconnect,
Drive controller electronics malfunction,
Gear reducer jam
30 minutes
4SuspensionMedium1 hourBent torsion bar,
Cracking suspension bar,
Misaligned coil spring
30 minutes
5Body failureCabin depressurization (pressurized vehicles) or body separation (depressurized vehicles)2 hoursAirlock leak
Load imbalance/stress
Loose fasteners
Thermal cracks/stress
30 minutes
6Power train failureLose all power/propulsion2 hoursBattery puncture/fuel leak
Damaged power cable/fuel line
Battery/fuel thermal shock
1 hour

Drone Malfunctions

Model of Lunokhod 2, a round lunar drone with various limbed instruments and sensors.
Lunokhod 2 Model

When encountering Drone Malfunctions, follow the normal Troubleshooting procedure (OCW pg 50) using the below Malfunctions instead. Use Ground Vehicle (or another appropriate skill) when rolling to fix the malfunction instead of Pilot.

1D6ProblemConsequenceDeadlineChecklistRepair Time
1Limbs/toolsUnable to use tools/scientific instruments20mPower/data disconnect,
Dust buildup,
Misalignment
10 minutes
2MovementMoves at 1/2 speedimmediateDamaged power cable,
Stuck debris,
Wheel/tread feel off
10 minutes
3SensorsUnable to see/sense90 minutesBroken optics,
Faulty sensor processor,
Sensor fell off
30 minutes
4CommunicationsUnable to control/receive data from the drone60 minutesAntenna,
Interference,
Signal decay
30 minutes
5IntegrityDrone will break apart2 hoursCracked frame,
Dragging debris,
Stuck on itself
30 minutes
6PowerPower loss2 hoursBattery leak,
Not charging,
Vampire load,
1 hour

Spacesuit Malfunctions

When encountering Spacesuit Malfunctions, follow the normal Troubleshooting procedure (OCW pg 50) using the below Malfunctions instead. Use Vacc Suit (or another appropriate skill) when rolling to fix the malfunction instead of Pilot.

1D6ProblemConsequenceDeadlineChecklistRepair Time
1RadioNo communications.ImmediateAntenna,
Electrical power,
Interference
10 minutes
2Water leakWater accumulates and starts blinding you (in freefall) or at your feet (on the moon).15 minutesBladder,
Straw,
Thermal Garment.
5 minutes
3Life SupportWill start asphyxiating (1d6 damage/minute)30 minutes (+30 minutes if you use the emergency Oxygen Purge System, one-time).Air valves,
Filters,
Power.
10 minutes
4PowerNo power for radio and life support.60 minutesCable disconnect,
Dead battery,
Electrical short.

15 minutes
5Flashlight/accessoriesHelmet-mounted flashlight (or other accessory) powers off.ImmediateBulb,
Backup battery,
Power cable.

5 minutes
6MovementYour suit’s compromised. Any movement will cause a suit breach (OCW pg 56)15 minutesDust build-up,
Pierced by debris,
Snagged on a piece of your equipment.

3 minutes

Technical Sci-Fi: “Good vs Fast vs Safe” and other Tests of Character

If you know about Mothership, you know its slogan: “Survive. Solve. Save.” The game’s mnemonic represents its intended core trilemma for player characters in horrifying (and interesting) situations. Players at best can only pick two: survive the horror to fight another day, save others from the horror, or “solve” the horror and lock it away for good.

This, like the classic “quality, speed, cost” triangle, is effective because it focuses the game on interesting situations, the beating heart of OSR play (and probably roleplaying in general). When you can’t achieve everything, what will your character prioritize?

A triforce with text in each of the four triangles.
"Good" is in the top triangle.
"Fast" is in the leftmost triangle.
"Cheap" is in the rightmost triangle.
"Pick Two" is in the center triangle.
Classic trilemma. Which two would your character pick?

We can apply these trilemmas/value conflicts to technical sci-fi encounter/adventure design fairly trivially. For each encounter or technical adventure:

  1. Pick at least two independent maxims, values the players care about, that require separate consideration (like “safety” and “quality”).
  2. Develop some sort of constraint that encourages compromising on those maxims (like a time limit).
  3. Develop consequences for if players compromise on certain maxims.
    • compromising on safety can maim or kill the players,
    • compromising on quality may cause them to fail at the job,
    • trying to do both has a chance of compromising both.
  4. Present these values to the player characters during the situation.

Sample Technical Values

  • Efficiency – How much work can it do versus the resources (power, fuel, ammo) it consumes?
  • Elegance – How many problems does it solve at the same time?
  • Initial cost – how expensive is it to purchase/make?
  • Lifetime – How long will it last?
  • Performance – How fast/damaging/effective a thing is
  • Reliability – How often won’t it fail?
  • Repairability – How easy is it to repair once it’s broken?
  • Safety – How can someone get hurt by this?
  • Simplicity – How easy is it to use?
  • Upkeep – How expensive is it to keep using?
  • Versatility – How many different circumstances can this be configured to work in?

While hardly a comprehensive list, they’re common in engineering and design disciplines. They especially work well for persistent technologies the players use (like their spaceship).

Credit

In addition to Mothership’s slogan-driven advice, this post was inspired by a reddit post u/flyflystuff made in /r/TheRPGAdventureForge about Interesting Situations. The idea was rattling around in my head for years, but flyflystuff’s post from two years ago crystalized my conception.

Star Wars Opening Crawl Checklist

A long time ago in a galaxy far, far away....

Star Wars’ opening crawl is as quintessential to the franchise as lightsabers, starships, and reactionary fans. It makes sense for gaming groups to use the crawl in their home games. It’s also easy to screw up, even for professionals. This is how I try to not screw it up.

  1. Why crawls?
  2. How to make a Star Wars Opening Crawl (by fixing Starfall’s)
    1. A New Hope, for reference
    2. What’s been happening?
    3. What just happened?
    4. What’s is currently happening?
    5. My Rewrite
  3. The Checklist

Why crawls?

Beyond a homage to pulp sci-fi serials, the opening crawl in the films serves two purposes:

  1. To quickly build context so you won’t be confused when the filmmakers
  2. drop you into the middle of the action.

Similarly, the crawl at the tabletop needs to:

  1. Quickly remind the players of what’s happening.
  2. Hype the players to be dropped into the middle of the action.

How to make a Star Wars Opening Crawl (by fixing Starfall’s)

Unfortunately, I’ve encountered some underwhelming crawls on both sides of the screen. One example is from the fun, classic Star Destroyer escape module Starfall:

A long time ago, in a galaxy far, far away….

A group of Rebel agents has been assigned to accompany the great engineer Walex Blissex, designer of the Victory-class Star Destroyer, to Kwenn space station. Blissex, now a respected member of the Alliance, received a message from his son-in-law, Imperial Governor Denn Wessex, claiming that the engineer’s daughter is near death. Even though it appeared to be a trap, Blissex could not pass up this last chance to reconcile with his daughter.

Whether Lira Wessex, who designed the Imperial-class Star Destroyer based upon her father’s previous work, is truly dying or not seems inconsequential. Upon reaching Kwenn, Walex and his Rebel escorts were captured and placed in the custody of Captain Kolaff, commander of the VSD Subjugator.

Now, trapped within the detention block of the powerful ship, the Rebels have little hope of escape. They can only wait for the eventual return of their captors and the terrible interrogator Droid that is sure to accompany them…

Let me tell you, these 153 words sucked when I ran it. Partially because the players didn’t want to act out the included script1 and just read it quietly, but also because the crawl itself failed to build hype and provide sufficient context.

A New Hope, for reference

Compare this to the 83 words in A New Hope’s opening crawl (our gold standard):

A long time ago, in a galaxy far, far away….

It is a period of civil war. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic Empire.

During the battle, Rebel spies managed to steal secret plans to the Empire’s ultimate weapon, the DEATH STAR, an armored space station with enough power to destroy an entire planet.

Pursued by the Empire’s sinister agents, Princess Leia races home aboard her starship, custodian of the stolen plans that can save her people and restore freedom to the galaxy….

It’s no wonder Starfall’s crawl failed to excite and enlighten my players compared to the films’ crawls. The biggest issues with Starfall’s crawl are:

  1. Length: at 156 words, it’s 1.75 times the length of the longest movie crawl (The Force Awakens, 88 words). And any GM knows that boxed text can’t dilly-dally.
  2. Content: the information they decide to convey with those words isn’t enough context. Afterwards, there’s a 250 word script with essential information the players act out, and then 50 more words of boxed text before the players do anything. A New Hope famously gives us all the audience need.
  3. Flavor: Starfall’s crawl weak adjectives fail to evoke the conflict. Whereas A New Hope frequently deploys strong adjectives like “hidden base,” “first victory,” “evil Galactic Empire,” “ultimate weapon,” and “sinister agents.”

Let’s rewrite Starfall’s crawl to address those issues, and break its dependence on the players’ script. From a budget of ~90 words (about 4-6 sentences), the ideal crawl can be broken down into three parts:

What’s been happening?

Civil war. Turmoil in the senate. The dead speaking. Remind the audience of the executive-level conflict or inciting incident of the session/mission. This is what the players want to fight to resolve.

In A New Hope, the big conflict is in our first two sentences: there’s a civil war, and the rebels just won their first battle. The movies can posit larger conflicts than a single RPG session, so err on the side of small.

In Starfall, that executive-level conflict is that the Empire tricked a defected Star Destroyer designer Walex Blissex into a trap (to see his supposedly-dying Imperial loyal daughter), and the players got caught in it.

We would expect that to be nailed in the first two sentences, but it isn’t: it’s spread across two paragraphs, with the load-bearing sentences being sentence 2 and 5. Everything else is filler or details that can be truncated.

What just happened?

What happened right before the start of this session. The movies usually put this in the second paragraph. This reminds the players what they “just did” last session, and sets up our final sentence.

In A New Hope, we’re reminded the Rebels just stole schematics for the Empire’s evil superweapon.

In Starfall, what just happened is that the player characters were separated from Walex Blissex and placed into their own shared detention cell on a Star Destroyer. The current crawl mentions the imprisonment in the second-to-last sentence, but doesn’t mention separating from Walex (that’s in the players’ script).

What’s is currently happening?

It’s likely you ended the previous session on a cliffhanger, or you otherwise know what the players will immediately do or try to overcome. Bring players into that action with the essential context, and remember the ellipses….

In A New Hope, the first shot is the Rebel ship being caught by the Empire. So the crawl mentions that the Rebels are being chased by the Empire.

In Starfall, they end on the return of their captors and an interrogator droid. This is fine if the GM wants the surprise attack on the Star Destroyer to also be a surprise to the players. But the players’ script mostly talks about escape attempts, and the immediate task for players is to escape their cells.

A more appropriate final sentence would instead focus on the players’ impending escape attempt, while still setting up the detention officers and interrogation droid as looming threats.

My Rewrite

A long time ago, in a galaxy far, far away….

Respected Rebel Walex Blissex has been captured. A former STAR DESTROYER designer, Walex and his Rebel Agents rushed into a certain trap to atone with his dying Imperial-loyal daughter Lira Wessex.

Upon capture, Walex and his Rebel Agents were imprisoned on the VSD Subjugator, a powerful STAR DESTROYER under Captain Kolaff’s chilling command. Separated into two different cells, Walex and his Rebels have little hope of escape.

But the Rebels Agents don’t relent. Surrounded by detention guards and an interrogator Droid, the Rebels listen for a moment to seize liberation….

90 words, almost all the same proper nouns (the governor never shows up in this adventure), almost all the same characterization (Lira’s deception is implied by the trap, and I added Kolaff’s characterization from the script), and a more instructive final sentence (the players are a bit more active, waiting for their time to strike and better positioned to take charge when the Subjugator is attacked). And we don’t need that script anymore, which is a plus if players don’t want to act it out.

The Checklist

Follow the instructions below. Write, then trim for brevity.

  1. Write the key objective and status of the current mission/conflict.
    • What are the good guys or bad guys trying to accomplish/have accomplished?
    • Who is opposing them?
    • If important, how are they opposing them?
    • Trim to 30 words.
  2. Write where we left off.
    • Where are the players?
    • What just happened before last session ended?
    • Trim to 40 words.
  3. What’s about to happen?
    • Is this a continuing action?
    • Is this a new action/a reaction based on last session?
    • Is someone/something about to interrupt the players?
    • Trim to 20 words.
  4. Replace elaborate clauses with simple adjective-noun pairs.
    • Use “Respected Rebel Walex Blissex” instead of “[Walex] Blissex, now a respected member of the Alliance.
    • Use “a certain trap” instead of “Even though it appeared to be a trap.”
    • Use “dying Imperial-loyal daughter Lira Wessex” instead of “Whether Lira Wessex, who designed the Imperial-class Star Destroyer based upon her father’s previous work, is truly dying…”
  1. In many D6 Star Wars adventures, a script is provided to the players to read aloud after the crawl. I think this was to give a “cinematic” quality to play, help players retain information, and get novice players comfortable speaking in-character. I think these are good goals and and an interesting solution. But my players didn’t want to read them aloud, and relying on a script weakens the crawl. ↩︎

2024 In Review

Two galaxies, the left smaller than the right, that are overlapping. They look like two eyes.
  1. Cool Things That Happened in 2024
  2. Games I Ran in 2024
  3. Games I Played in 2024
  4. Games I Want to Try in 2025
  5. WIPs I Need To Finish
  6. Areas I Want to Improve On As A GM
  7. Coda

Cool Things That Happened in 2024

Games I Ran in 2024

Four of the games I ran in 2024. From left to right:

Orbiters Local 519.

Mothership's Another Bug Hunt.

QZ by Jason Tocci.

Eclipse Phase: Continuity.
Left to right: Orbiters Local 519, Another Bug Hunt, QZ, and Continuity

Orbiters Local 519. Love this game, but I completely forgot I ran it in 2024 until I started compiling this list. It was a playtest for an aborted submission to the 2024 One Page Derelict Jam – a Kuiper Belt ice miner taken over by a space-adapted megafauna that wears spaceships like a crab wears shells. Maybe I’ll fix up the concept, or someone else will do better with it.

Pioneer. I wrote about it on the Mongoose Forum back in April (and reposted it here). It was fun, but didn’t seem to properly focus on its time-management interpretation of technical roleplaying. They’re re-tooling the game (and I still need to post my feedback on the rules), so hopefully they sharpen that focus when it comes time to print.

Hyperspace D6 v2.8. An in-development retroclone of D6 Star Wars. Health and skills are a bit janky, but the game was fun. It started as just a one-shot of the Star Destroyer escape adventure Starfall. Despite the adventure being quite linear (and trimmed for time), the players enjoyed it enough. I transitioned it to a mission-based sandbox, and the Lamba Wranglers (as they would come to call themselves) decided to find a missing scout on Rhen Var and deliver essential medical supplies to a blockaded Sullustian city. Another mission was on the menu, a scrap crawl on Raxus Prime, but the campaign fizzled out.

Delta Green. For the first mini-campaign jam, I decided to write a campaign about CORAL NOMAD, Delta Green’s asset recovery team. I ran a complete playtest of it on N@TO (from March to May), and an incomplete one in-person (for new players, from March through September). Despite being fun for both groups, the campaign as-written wasn’t good enough to sumbit. I’ll hopefully finish it for this year’s mini-campaign jam.
I also ran two playtests for the 2024 Shotgun Scenario contest: Operation Cannonball, and VERTIGINOUS. Both of those were fun, and may be worth checking out if you like road trips or wellness retreats.

Mothership. In June, I ran Another Bug Hunt, and it provided my favorite RPG session of this year (during part 2: Hive Mind). Players loved it, and I think the adventure is an essential component for understanding Mothership (especially for newcomers).

Traveller. I ran so much Traveller (specifically Classic and the de-AIed Retro Sci-Fi Rules).

For Mayday, I ran Edge of Helium in CT for two players, and they both loved it. The ratcheting tension and weirdness, combined with some tweaked secret objectives, lead to some dramatic and interesting play.

Picking up the “Edge of X” torch from Mr Collinson, I wrote and ran Edge of Terminator for four players using Retro Sci-Fi Rules. It wasn’t as dramatic as Edge of Helium, but it was still fun. Fun enough to convince all four of those players to start a campaign.

I’ve written about the campaign before, and we just crossed session 20 this week. It’s been my proving ground for technical sci-fi techniques, and a good one at that. Despite being an open-table, I still get full seats (and even got a fifth player for some sessions). But it’s starting to lose steam, as least from my POV (not helped by the holidays). Maybe a break or shake-up is in order.

Treacherous Turn. A fun xenofiction RPG by some AI safety researchers, players collaboratively control the same AGI as it self-actualizes and escapes humanity’s control. I ran the “one-shot” A Game Called Reality for two players across three sessions, and they really enjoyed it. It alternates between short-term roleplay and long-term planning, and the skill system seems oddly ripe for an FKR game. If you decide to play it, make sure to use the webapp.

QZ. I also love this game, and was able to run a one-shot of it for Halloween. Two players showed up, and proceeded to have my second-favorite session of the year. A mix of strange and tense encounters, I was a bit too hard on the players in the first half. But the cartoonish end (where they concealed themselves with a tarp labeled “Nothing” and wheeled past elite security guards) makes up for it.

Eclipse Phase: Continuity. Intended as a one-shot, this ended up sprawling across two sessions. The players ended up successfully escaping Kepler Station without being infected. The players (all but one new to Eclipse Phase) loved the setting, but were definitely overwhelmed. I recommend making pregens and statting out morphs the players can re-sleeve into beforehand.

Games I Played in 2024

Four of the games I played in 2024. From left to right:

Celestial Bodies.

High Speed Low Drag.

Orbital by Mousehole Press.

Twilight 2000 2.2 edition.
Left to right: Celestial Bodies, High Speed Low Drag, Orbital, and Twilight 2000 2.2e.

Mothership. KingDunadd on the Sci-Fi Collective ran two Sci-Fi One-Shot Jam submissions in Mothership: Leviathan and Zenith-47.
Leviathan is great if you want to prank your players, and I loved being pranked. There are multiple great events and character interactions that perfectly set up the reveal at the end. Don’t run this if your players don’t like being the butt of the joke.
Zenith-47 was a perfectly fine station to explore, and I was able to use some FTL-esque thinking to dispatch a horde of zombies (while my co-player struggled to dispatch one). Turns out the undead vent out to vacuum just as well as the living.

Celestial Bodies. A sick-ass GMless mech combat game. I played two skirmishes in it, and the Grid-based mech building/hit locations make the mech’s architecture tangible and consequential. I want to write a non-mech space combat game using the grid, but don’t have the time. Maybe for next year’s Minimalist Jam?

Void Cowboys. The first non-violent “skirmish” game I’ve played. Players are spacers who need to skillfully move around a garbage patch to collect space salvage. Tough, but really fun.

Orbital by Mousehole Press. Despite owning it for a while, it was only until September when I finally played this cool GMless DS9/B5 game. Everyone loved station creation, but I found it difficult to actually drive the story forward. I eventually found thinking exclusively in Moves to drive things forward, but my two other players struggled because their Playbooks ended up being ill-suited to the station’s conflicts. I want to play this again.

High Speed Low Drag. The next step in the modern Traveller lifepath: a whole solo journaling game. I didn’t finish my first playthrough, but its interpretation of life events and clocks seem ripe to steal for Mongoose Traveller 3e (especially if they want the lifepath to be a form of solo fun). Definitely recommend.

Twilight 2000 v2.2. Rat on the Sci-Fi RPG Collective server ran a three-session adventure in Twilight 2000 2.2. Despite the horrible writing and organization of the book, I still had fun. Despite specializing as the mechanic/driver, I shocked myself by taking on the role of tactician in our final confrontation to pick up a crashed satellite. I also ended up taking out our main antagonist in a quickdraw, which was cool.
Twilight 2000 2.2 could be the better game, but 4e is better by virtue of its comparative clarity. Someone should make a retroclone of 2.2.

Games I Want to Try in 2025

Blue Planet. The PDFs for Recontact Edition were delivered, and I really want to focus more on ecology, anti-colonialism, and bio sci-fi. So much so that some of those ideas are leaking into my Orbital 2100 game. My current struggle is picking a campaign premise.

Cities Without Number. As a player, I want to try out the new Operator “build-your-own” class. As a GM, I want to give sandbox cyberpunk adventures another shot. I’ll probably implement the optional cash-for-XP rule, since that fits so well with a criminal campaign. I’m considering setting it unorthodox cities for the genre (either Phoenix or New Orleans). We’ll see if I can get this to the table.

Hardcase. A solo PbtA game inspired by and similar to Citizen Sleeper? Sign me up!

See You Space Cowboy. I feel the urge to watch Cowboy Bebop coming up, and I know binging that won’t satiate my desires. The Ceres mini-setting kicks ass, and the upcoming adventure anthology should too.

Stars Without Number X Rogue Trader. Cheating, since I’ve already played 50+ sessions of Stars Without Number. But Dusk Witch is planning on running the Rogue Trader setting in SWN. I haven’t engaged much in Warhammer 40K, so Rogue Trader will be a new (and hopefully fun) experience.

Vaults of Vaarn. Doubloon on the Sci-Fi RPG Collective mentioned this game a few times, and now I’m interested in playing in a Caves of Qud-esque sci-fantasy setting.

WIPs I Need To Finish

Not exactly the traditional slushposting, since I plan on coming back and finishing these things.

  • Delta Green: Coral Nomad. I ran it twice, yet it isn’t even in a readable state. I learned a lot about good action-oriented Delta Green missions, and I need to take those lessons and basically rewrite and playtest the campaign (except the first adventure, that’s solid).
  • New Technical Sci-Fi Techniques, including:
    • Designing technical encounters around the tension between the players’ values.
    • Considering specific verbs when designing technical encounters.
    • Treating technical adventures like a dungeon, a bunch of encounters firewalled across space.
    • Treating technical encounters and adventures like schematics and processes to untangle and manipulate.
  • Reputation-as-XP for Eclipse Phase. The Reputation economies are cool in EP, and expanding them to highlight how each faction is different and work as progression should provide motivation and RP opportunities in a Criminal campaign.
  • NPC AI (not ChatGPT). A survey of little procedures to help referees determine how NPCs (re)act in social and combat encounters.
  • A comparison of “DIY Sci-Fi” RPGs. Compare sci-fi RPGs that encourage/assume GMs will make their own setting, and how they equip GMs to do that.
  • A boatload of AARs. Almost all the games I ran (and some I played in), I took detailed enough notes to write AARs for.

Areas I Want to Improve On As A GM

Scene decorations. I’m horribly clinical and rushed with my scene descriptions, even when I take forever with them. This is because I know I would stop listening after sentence four, so I stumble through and rush to ask the players what they do next. I need to slow down and try evoking the scene rather than just describing it. I may do this by adding scene/locations descriptions to my prep work.

Maps, handouts, and player aids. My maps are LibreOffice Draw blobs, my player aids are spartan, and my handouts are nonexistent. These are all things that help players learn and manage information about the game and setting, so I need to take the time to make more aesthetic, informative, and useful aids. Creating template maps in Inkscape or Dungeonscrawl I can reuse, fixing up some of our spreadsheets, finding spaceships artists to get art from, bashing together in-universe documents, and creating a more robust campaign wiki should suffice.

Balance smaller adventures with a slow pace. Every adventure I’ve ever run for Orbital 2100 (sans Edge of Helium and Edge of Terminator) took more than two sessions (most taking at least five). While my players love the luxury of time, I’m finding myself either “bored” (more like insecure from underwhelming complexity) or over-complicating adventures to combat it. I need to find a way to quickly create engaging, one-session technical adventures without putting the pressure on my players to finish it in one session. Or I just need to chill out.

Coda

Thanks to my players and GMs I played with this year. This was a great year of gaming for me, and I literally couldn’t have done it without y’all. Here’s hoping that roleplaying in 2025 continues to be a good respite from the hell we need to fight.

Pioneer Playtest: Orbital Emergency

Back in March of 2024 (and December of 2023), I ran a playtest of Pioneer, Mongoose Publishing’s astronaut RPG based on Traveller. I used the pack-in adventure, Orbital Emergency, for both playtests.

This is most of the feedback I gave Mongoose. I’ve added three suggestions for Referees at the very end. I didn’t include my suggestions to Mongoose, which can be found in the original post.

  1. The Pioneers​
    1. Jeska. Technician (7 Terms)
    2. Dr. Komatsu. Scientist (6 Terms)
  2. What happened​
  3. The first playtest, briefly​
  4. Players’ feedback​
  5. Referee’s feedback​
  6. Suggestions​ for Referees
  7. Coda​

The Pioneers​

My most recent playtest had two players, each with their own character I rolled up beforehand:

Jeska. Technician (7 Terms)

UPP: AA799A
Admin 0, Astronavigation 1, Carouse 2, Computer 1, Deception 0, Electronics 2, Engineering (Aerospace) 1, Engineer (Electrical) 1, Engineering (Mechanical) 1, Explosives 3, Heavy Equipment 1, Investigate 0, Jack-of-all-Trades 2, Language 1 (pick), Mechanic 3, Medic 0, Persuade 0, Recon 1, Remote Ops 1, Sensors 1, Vacc Suit 1, Zero-G 1.
History:

  • Studied abroad for electrical engineering, but flunked out and returned to the US after your dad died.
  • Started as a journeymen technician at Boeing, took night classes at a 4 year community college.
  • Multiple rivalries with arrogant engineers encouraged you to study aerospace engineering.
  • Quickly promoted, gravitated towards explosive ordinances.
  • Part of the testing team for new space-bound propulsion system gave you time in a space suit.
  • Refused cushy and boring office job, poached by a competing space company that wants to send you to space.

Dr. Komatsu. Scientist (6 Terms)

UPP: 7567D7
Admin 1, Astronavigation 2, Carouse 1, Comms 1, Computers 1, Deception 0, Electronics 1, Investigate 1, Language 0, Mechanics 1, Medic 1, Persuade 0, Pilot 2, Remote Operator 0, Science (Physics) 3, Science (Chemistry) 2, Science (Astronomy) 2, Science (Cybernetics) 1, Sensors 0, Streetwise 0, Vacc Suit 1, Zero-G 1.
History:

  • Partied hard in college, barely graduated.
  • Got zero-G training during PhD.
  • Designed a military weapon.
  • Lab explosion gave you scars.
  • Tired of the bureaucracy and lack of recognition, became an astronaut.

At the start of the session, I let the players pick their missing skills from the Required Skill Package. Jeska took Astronavigation, Computers, and Sensors. Komatsu took Comms, Electronics, Mechanics, and Vacc Suit.

What happened​

My very first playtest took five hours, so I made two modifications to this run of Orbital Emergency to fit a three hour timeslot.

The first was to leave the Peregrine’s payload undefined at launch. During the EVA, players could declare they brought some piece of equipment up with them and “spend’ the required cargo space. This saved about an hour of payload planning/“shopping.”
The second was to not use a random encounter. Along the same lines, I decided not to introduce any complications via the Hydra X crew. This likely made for a worse experience, and I’ll discuss it in the feedback sections.

While gearing up, my players decided to roll for the faster one-orbit rendezvous. Dr Komatsu and Capcon succeeded in their rolls, so the Peregrine met the Hydra X at T+97 minutes. The players were dangerously hasty and nearly collided with the Hydra X while surveying it, so they took their sweet time during a second sweep to see the Hydra X’s damage.

An astronaut making a repair upside-down from the camera's POV. Earth below is dimly lit, as the sun is low behind the camera.
Retrieved from pxhere

Figuring both the engine and the hull would take a lot of time to fix, the players split up. While Komatsu began the tedious process of replacing tiles, Jeska flew over to inspect the engines. Jeska’s survey of the engines and the viability of repair was interrupted by the Hydra X’s -1D6m/s orbital velocity reduction. Jeska paused their task and used their MMU to board and pilot the Peregrine back to a reasonable distance from the Hydra X. Since both the engine repair survey and the tile replacement were taking long (at T+185 minutes after launch, Dr Komatus just finished tile seven), they determined help would be useful for station-keeping. They asked if someone at capcon could manage stationkeeping while the Komatsu and Jeska did work, and luckily Jeremy (the KSP and Orbiter-loving intern) was on staff that day to handle that.

By this point (T+185 minutes), Dr Komatsu only replaced seven of the thirteen tiles, and had yet to start analyzing the hull damage underneath. Dr Komatsu pressed on while Jeska squeezed back to the fuel line. By T+240, Jeska diagnosed engine #1’s fuel line problem. Jeska, confident in their capabilities (DM+5 from INT, Mechanic, and a remote computer program) against the Very Difficult task, hastened their repair (DM-2). Unfortunately, they fell short and wasted an hour (T+300).

Temporarily defeated, Jeska decided to switch tasks and find the cause of the failing telemetry. Jeska easily found the shredded wires. Unfortunately, they also didn’t have luck with this task. Dr Komatsu, meanwhile, slowly but surely finished removing each tile and replacing the tiles that didn’t obscure the deeper hull damage. Running out of power on their PLSSs (T+430), the two returned to the Peregrine to swap PLSSs and plan their next moves.

They decided to continue on their current course. Jeska slipped right back past the engines to repair the fuel line. With exhaustion onsetting, Jeska failed expedited attempt after attempt. On the third attempt (T+610 minutes), they managed to roll boxcars: success. Jeska then quickly patched up the TLM wires (on their first try).

Meanwhile, Dr Komatsu still dealt with the tiles. With most of the problematic tiles replaced, all that remained was the crack in the hull. Exhausted, Jeska flew over and repaired the underlying hull damage (T+750). The two of them placed the final tiles and returned to the Peregrine for reentry (T+860). Luckily, the fuel line repair held, and both the Peregrine and the Hydra X landed safely.

The first playtest, briefly​

I said this was my second playtest of Orbital Emergency. The reason I didn’t report my first playtest (back in December) was because I took incredibly poor notes that would have been useless for an after-action report.
However, I bring it up for three reasons:
1. We played it as close to RAW as possible (given we were still learning everything). This means I didn’t let players define the launch payload after they launched: they needed to pick their gear before launch. I also rolled for a random event (which I’ll discuss in Referee’s feedback).
2. Doing it this way took us about five hours to play. The players were successfully able to successfully bring the Hydra X back to Earth in one piece, with ~150 minutes left on the in-game clock.
3. The feedback my first players gave is nearly identical to the feedback from this most recent playtest.

Players’ feedback​

Overall, players enjoyed the adventure.

In both this and my previous playtest, the players found the mission’s stakes compelling enough. In addition, both groups enjoyed the core time management puzzle. It made the out-of-reach technical details concrete and actionable. Both groups also enjoyed deploying the observation balls. It seems even with limited capabilities, players like the flexibility of telepresence (and cute robots).

However, both groups had similar concerns. Players expressed a concern about the emphasis of certain skills in this starter adventure. Even though it made sense given the context, they felt everything resolved with just Engineering, Mechanics, or Recon. It felt monotonous.

Along the same line, they expressed a lack of surprise; there weren’t a lot of unexpected complications. In particular, the second group was expecting something bad to happen as a result of the fuel line being repaired.

Finally, both groups found the tile replacement tedious and anticlimactic, and felt it sidelined whichever player was in charge of that task.

Ultimately, the players enjoyed the puzzle aspects, but were underwhelmed by the perceived lack of variety.

Referee’s feedback​

Like the players’ feedback, I’ll focus on the adventure. I’ll save system feedback for another, later post.

To start positively: this adventure clearly demonstrates the resource-management core to the system. Time, launch mass, delta-V, air, and exhaustion were the main considerations for my players, and they were clear conflict points in this puzzle. This seems like a compelling template for spacewalk missions.

In addition, the two simple engine diagrams were very helpful for both my players and me to understand the situation.

Unfortunately, the rest of my feedback is negative. From most to least important:

  • This adventure was a bore to referee both times. It was only exciting when a player rolled boxcars to fix the fuel line. The players’ actions and the outcomes felt predictable, and there was nothing anyone could do to make this exciting. Even a random encounter didn’t save the adventure from feeling uninteresting to referee.
  • Middling organization and writing. While not “bad,” the writing was detrimentally verbose. The various “read-aloud” paragraphs are also too long, and players did forget details because of that. The mission’s timeline was also made needlessly difficult to understand thanks to an inconsistent T+0.
  • Many rolls felt needlessly long and complicated. SAS and the roll to get to the fuel line especially come to mind. They waste real-life time with no drama or interesting decisions. The few Task Chains also felt unnecessary.
  • Muddy distinction between Engineering and Mechanics/Electronics. Probably more of a systems design complaint, but this adventure didn’t demonstrate the differences between Mechanics/Electronics and their sibling Engineering cascade skills. As a real-life aerospace engineer, I know the difference between them. But it feels like there’s no real difference between them in this adventure.

In addition, there were a few ambiguities that came up during this adventure:

  • Capcon’s capabilities are ill-defined. As far as the game presents it, Capcon is just made up of Natalia Sousa and Callie Das. I ruled they’d be able to control the Peregrine (hence the “con” in “capcon”), but that feels like it undermines some of the challenge.
  • I noticed some Recon checks don’t have timecodes listed. Is that intentional?
  • There don’t seem to be rules for flying with the MMU.. I ruled “long-distance” travel as a Zero-G check to avoid wasting propellant (like how it’s handled for the Peregrine rendezvous), but a codified procedure would be nice.
  • The Hydra X seems to lack Hits. This is in line with other launch vehicles, but not in line with orbital vehicles. This is a problem if you roll a Micrometeorite Impact event and want it to damage the Hydra X. I rolled this event during my first playtest in December, before I hastily switched it to a Minor Equipment Malfunction.
  • Orbital Emergency references a “Burning Up” section of the adventure, but it doesn’t exist in the current version.

I think there’s a good adventure in here. It just needs a variety of challenges and streamlined text.

Suggestions​ for Referees

Here are my suggestions to Referees who want to run this:

  1. Outline the whole timeline, making note of every narrative and procedural event. Track player actions against this timeline. I made my own Timeline Outline and Notes Worksheet for convenience.
  2. If you have little time to play (or want a more generous experience), let players retroactively pick equipment as long as they have the cargo space for it.
  3. Change it so the Hydra X crewmembers are injured. It’ll split the players’ attention further, and will let other skills (like Medicine, but potentially Persuade) be relevant.

Coda​

Despite my issues with the adventure, my players still enjoyed it. With some tweaks, this can be a great starter astronaut adventure.

CRASH//CART Virtual Character Sheets (and a link to an AAR)

I recently ran the Forged in the Dark, card-based, cyberpunk EMT game CRASH//CART for a few friends online. One of my players, Mr Nightmare, wrote up an AAR and our collective criticisms of it on his blog here.

Because the character sheets available aren’t form-fillable, I decided to make my own for the surprisingly easy-to-use open-source VTT Fari.App. If you too want to run/play CRASH//CART using virtual sheets, follow the links below to the templates for each of the playbooks and the crew’s EMV.

I’ve also compiled all the sheets’ .json files and zipped them up if you want to manually import the templates into Fari.App (or a self-hosted version/future fork of it). Here’s the link: https://drive.google.com/file/d/1B8otwwxaUayPHweX4PtJUVwtflgEIiKm/view?usp=sharing

My #Space23 Challenges – Week 1

You probably already know about the Dungeon23 Challenge by Sean McCoy, co-creator of Mothership. If not, it is an activity that challenges participants to create an entire megadungeon in 2023 by adding one room per day. Various permutations and modifications exist, including genre adaptations. Things like Sector23 (make a Traveller sector), City23 (make a city), and Hex23 (make a hexmap) are common derivatives.

I decided to do not one, not two, but three genre adaptations of Dungeon23. What follows are the space-themed challenges (two of my three challenges), the tools I’m using for each, and my progress from January 1st through January 7th. I plan on posting the third challenge (which is Delta Green related) once I have something more substantial.

Common Rule

Because I’m doing three challenges, I’m making it easier on myself by requiring I only do one of the challenges each day, instead of all three. I still plan on doing at least two each day, but this gives me more wiggle room to focus on what’s interesting to me on that day.

Common Tool

For all three of these challenges, I’ll be recording them using Obsidian.md. The reasons are simple:

  1. It’s platform-agnostic and very portable without requiring internet (I can load it on a thumb drive and use it on my computer or phone),
  2. It offers basic markdown formatting (which will help with presentation),
  3. It allows for linking between entries (which will help with organization),
  4. It offers a graph view (which will be essential for some of these entries).

Challenge 1: Gate23

Something I’ve been passively interested in is the Gatecrashing campaign type for Eclipse Phase. Essentially: there are interstellar gates that link planets together. Despite me not liking FTL and effective FTL technology, the appeal of adventuring on exoplanets was cool enough to catch my attention. However, I prefer making my own worlds, so that’s what I’ll be doing.

Gate23 Rules

I must add one entry to my Gate network. This entry can be a new planet, details about that planet’s solar system, the planet’s biosphere, organisms on that planet, or intelligent settlements on this planet. Ideally, I will finish with one planet every two weeks, for a total of 26 planets (close to the 30 exoplanets in the Gatecrashing sourcebook).

Gate23 Tools

Because the Gatecrashing supplement focuses primarily on providing lore and advice for the existing 30 planets instead of tools for making new worlds, I need to source inspirations elsewhere. Luckily, planet generation tools are some of the most popular toolsets for RPGs, so I’m spoiled for choice.

To have a hard science-fiction feel, I’ll primarily use Mindjammer (specifically the Traveller version) for generating solar systems, exoplanets, their biospheres, and may of the organisms. The tools are fairly extensive, and I can present all the statistics in Traveller’s format, which I can convert to Eclipse Phase or Mothership as needed. I’ve also recently acquired First Contact Team, which might help me frame the worlds and organisms I generate.

Other tools I might use for inspiration include the Planet Builder by Spicy Tuna, Flynn’s Guide to Alien Creation, and the posthuman comic Humanity Lost by Callum Stephen Diggle. Reading The Left Hand of Darkness, the Xenogenesis series, and Children of Time will likely also be inspiring (based on their reputations). I may or may not also steal and mangle Solaris.

Anybody else attempting this challenge might want to organize things physically. For that, consider the Planet Design Book from Spicy Tuna, a companion to the aforementioned Planet Builder book. The physical version only has room for one planet, so I would recommend getting it digitally and putting printed pages into a binder.

Gate23 Week 1

This was the challenge I spent most of my time on, and I have a lot to cover.

First, our planet exists within the habitable zone of a M-class star, more commonly known as a red dwarf. Because the habitable zone is so close to the star, our planet is tidally-locked, with one side constantly facing the sun and the other constantly in darkness. While this isn’t the most ideal for terrestrial life, the red dwarf’s 10% luminosity (compared to Sol) still makes life viable on our first planet.

Zooming in on our first planet, we know that it is geologically terrestrial – it’s a rocky spheroid world. Due to its orbit and planetary maturity, we know that it has the capacity to harbor life. This is aided by the fact that the planet is almost entirely covered in water (or water-ice), which offsets the 3Gs of gravity and high atmospheric pressure (3 to 10 atm). The atmosphere and red dwarf star help create a yelloish-orange sky, which pairs beautifully with the planet’s four moons and planetary ring. Three of the four moons are mere planetismals (likely captured asteroids), but one is a large planetoid.

Moving on to the biosphere, I’m happy to report that this planet does indeed harbor life. Despite being a pressure cooker/icebox combo, the average global temperature of ~20 degrees is indicative of the divide between the “hot” side and the “cold” side. This world has two prominent ecosystems: one deep beneath the waves, and another on the surface of the “twilight zone,” the boundary between the “hot” and “cold” faces of the planet.

The ecosystems have completely different biological paradigms for their organisms. The twilight ecosystem has an “Alternative” paradigm, meaning that while life utilizes basic organic compounds, they use those basic compounds in completely different ways compared to Earth life, and even utilize different complex compounds for regular functions. The plant life, here utilizing dark red and purple leaves instead of green ones, spit out hydrogen sulfide instead of oxygen.

Meanwhile on the ocean floor, life uses a “Parallel” paradigm, utilizing an entirely different chemistry than our modern notion of organic chemistry. Carbon is replaced with silicon, one row down on the periodic table, and the primary metabolizers utilize chemosynthesis (energy conversion using inorganic chemical and thermal reactions) instead of photosynthesis. This likely means they live near thermal vents on the ocean floor, and they might utilize more exotic body designs like metal (exo)skeletons.

Hopefully, future study can provide better information about the specific organisms here. I’ve found large organisms with up to 128 limbs, so I’m curious to see how that works in practice.

Challenge 2: Saturn23

Anybody following my discussions on “technical sci-fi” might understand my motivations for this already. Essentially: I want to create a sci-fi sandbox focused on solving technical challenges and going on technical adventures, rather than conventional political or paramilitary ones. In addition, I want this sandbox to work for a “small ship” universe, a setting fit for the travel times and economies of orbital and smaller interplanetary vessels (in Traveller parlance, this would be under 400 dTons).

Obviously, the system of moons around a gas planet is perfect for this. However, it took me some time to figure out which gas planet I wanted to use: an existing gas giant (Jupiter or Saturn), a smaller gas planet (Uranus or Neptune) or my own gas planet (like Jaturn proposed by XKCD). In the end, I decided on using Saturn for the convenience of existing information, the plentiful moons, the beautiful rings, and the lowered radiation compared to Jupiter.

Saturn23 Rules and Template

I must add one additional detail to a habitat or station, or add a new habitat or station.

To help promote “technical sci-fi,” I plan on standardizing each habitat (or part of a habitat) by listing at least three characteristics: 1) what it does, 2) what it needs and 3) what can go wrong and how (essentially a Failure List).

Saturn23 Week 1

I didn’t record many entries this week because I was preoccupied with determining the energy capabilities of the Sol system. Ultimately, I decided that power beaming/power sats and fusion power existed, but usable fusion is newer than powersats.

With that in mind, I settled on my first two entries. Helios Relay α is beamed power relay station at the edge of Saturn’s orbit (within Phoebe). Power is beamed from Sol through other relays to α, which then beams power to settlements and orbital platforms around Saturn. To minimize human costs, up to five people crew the relay at any given time, which rotate every three months. Due to the high power throughputs and the multiple laser assemblies, the relay station requires replacement batteries, hydrogen fuel cells, and targeting motors. In addition to obstacles blocking incoming power, outgoing power can be blocked by debris, small moons, dust clouds, or unaware pilots. In addition, the wearing gears on the transmission and receiving antenna are likely to give within the next two months, sooner than the company is willing to replace them.

My second entry was the gas-skimming operation on Janus. hydrogen gas is incredibly useful, both in the inner system for fusion reactors and around Saturn as ship propellant and energy storage. The Janus Skimmers provides hydrogen by remotely operating spaceplanes into and out of Saturn’s atmosphere. Janus Skimmers then ships the hydrogen off to wherever it needs to go. Janus currently lacks the manufacturing capacity to build the spaceplanes itself, relying instead on aircraft factories on and around Titan. In addition, Janus relies heavily on imported food. There are three main points of failure on Janus: the erratic DOM AI that handles most drone operations in Saturn, the fragile hydrogen storage containers prone to leaking hydrogen, and the drone repair garage that is over-worked with too few supplies.

Looking to the future

So far, I’m pretty happy with what I’ve made. Gate23 has me incredibly excited and interested to discover “what’s next,” and Saturn23 lets me take a look at a planet that I’ve always wanted to dive deeper into. Hopefully I can keep this momentum going. I plan on continuing weekly updates for January, and switching to a less strict schedule later to prevent over-saturation and to allow for a more “natural” presentation of new setting material.

Technical sci-fi advice: maximizing Murphy’s law

As I develop a more cohesive toolset for “technical sci-fi,” I decided to start by revisiting a known quantity: Orbital 2100.

Orbital 2100 is an alt-history (diverging in 1989), near-future, hard science fiction setting for Traveller and Cepheus Engine. I would consider it firmly in the subgenre of technical sci-fi. On my first read-through back in 2018, I found the GM section underwhelming. Specifically, I felt it lacking when it came to actually helping GMs run technical sci-fi. Upon a re-read looking for ideas, I found something I previously dismissed on page 218 (emphasis mine):

Transport and salvage missions, like those in the real world, can seem quite mundane and prosaic.
It is a good idea to give every mission a complication:

  • A cargo that is dangerous, but the client hasn’t said so.
  • A piece of kit that needs to be relied upon, but that reliably fails.
  • Red tape stops unloading, for a time sensitive cargo.
  • On a remote world, several legitimate factors arrive to take possession of the cargo.
  • The secret service want to use the DSV and crew to spy on another government.
  • A rival DSV has been tasked to destroy a wreck due for salvage.
  • The station taking delivery is mysteriously abandoned.
  • A strange disease begins to spread through the crew.
  • A delivered cargo is illegal and seized, along with the DSV
Paul Elliott, Orbital 2100 (2013, 2017)

When I initially read this years ago, I found it less than helpful; only one complication seemed insufficient, and I would have preferred the examples to have been replaced with a D66 random table of complications. However, reviewing the example mission on page 220 (“RIG L6650”), Paul Elliott proves both of us right by using two complications in the same mission and tying those complications directly to the main conflict.

Most importantly, he also gave a good GM prep prompt: “What are the spanners we can throw into the works?”

This is a shockingly fundamental prompt and GM tool for running technical sci-fi. Regardless of the approach your game uses to evoke technical sci-fi (resource management, narrative complications, or technical investigations), knowing what can go wrong is essential.

Creating a Failure List

At the start of an adventure, take note of each important piece of equipment involved. Then for each piece of equipment, think of as many things that can go wrong with it and add them to a “Failure List.” Two to six things is likely sufficient, but this exercise is meant to give you a variable and dynamic list for each piece of equipment. You can also reuse each list if equipment gets reused in future adventures.

Some games actually provide us with failure lists already. Most games with spaceships have some sort of “critical hits” table when a ship takes damage (or a special type of damage): Mongoose Traveller 2016 has it on page 159, Stars Without Number has it on page 118 (under “Ship Crises”), Mothership 0e has it on 34, and other games have it elsewhere. These list out what on the ship can fail and the consequences of that failure mode. So feel free to get inspiration from and appropriate those kinds of tables.

Using Failure Lists

If you’re running technical sci-fi as a “resource management” game, then treat each failure mode as both easy to accumulate and easy to solve. Resource management games challenge the player by demanding they skillfully prioritize certain things over others, and spend their resources accordingly. Having equipment that can easily break, but is also easy to repair, means they’ll be spending more resources and trying to answer those hard questions of prioritization.

If you’re running technical sci-fi in a “narrative” style, then a “Failure List” is a pre-made, reusable aid whenever a player rolls a soft hit, or a miss, a Threat or two, or a Despair. Even in Jovian Despair, a game where players determine the consequences of failure, a pre-made list of failure modes can help inspire them in making those decisions.

Finally, having a “Failure List” can act as clues in the investigation. If we are suspicious of components X, Y, and Z but we know that component X can’t fail in a way that’s causing our problem, then components Y or Z are the actual problems.

Conclusion

This piece of advice was likely obvious to everyone, but I think making it explicit can still be helpful if for no other reason than now we are conscious of it. I will try to heavily utilize “Failure Lists” in my next adventure of Orbital 2100, so hopefully I’ll have something to report.

Happy new year everyone.

TL;DR

  • Technical science fiction depends, at least partially, on how technology can fail.
  • To bring failure to the forefront, find 3-6 ways a piece of tech can fail and compile it into a “Failure List.”
  • Make a “Failure List” for each important piece of tech.

Spitballing: Percentile Investigations for Solo Delta Green

I’ve been delaying my second Operation for my Solo Delta Green campaign for a few reasons, primarily because I got “stuck” and have lacked the motivation to “un-stick” myself or even retry.

However, I’ve still been thinking about how to play through solo investigations, and I have a rough idea I want to share. This is partially inspired by my own Operation Worksheet, and how Unknown Armies 3e supposedly handles investigations (and coincidentally how Ironsworn handles quests/journeys/vows).

Essentially, an investigation is composed of two categories of items: Clues and Conclusions. A Clue is some physical or observable piece of evidence: a blood trail, fingerprints, glass shards, testimonials of a witness. A Conclusion is some sort of inference or deduction made from one or more Clues: the monster came in through the window, there was a fight here, the monster is afraid of UV light, the door code is 0451. This part isn’t special (it’s part of my aforementioned Operation Worksheet).

The part that is special is how Clues and Conclusions are mechanically represented. Clues and Conclusions can be assigned a percent rating. The percent rating for a Clue is based on the dice roll used to gain that clue (using the Observer-Created Reality oracle alternative in Rogue Handler). So if I roll 43% on Forensics to find fingerprints and succeed, I now have a “Fingerprints” Clue at 43%. Once I think I have enough Clues, I can apply those Clues to some Conclusion. The percent rating of the Conclusion is equal to the sum of the Clues’ ratings. If a Conclusion’s rating is 100% or more, it is unquestionably true.

From here, it’s mechanically possible to test the validity of a Conclusion. If I have a Conclusion that says “the monster is afraid of UV light” and I have my Agent shine a UV light on the monster, I can roll a D100 against the Conclusion’s rating. Success indicates the Conclusion is right, failure indicates the Conclusion is flawed or incorrect.

I’ll try this out for my re-start of session 2. Fingers crossed it works.

GM Tip: Letting Players Fail The Mission

On the Night at the Opera Discord, Lithobraker mentioned a problem they have when running Delta Green:

failure is difficult to do right because RPGs don’t offer good ways to recover from it
failing a DG op often means whatever the op was going after ate you, which is pretty final, or you fumbled the investigation, which usually just ends with “guess we’re stuck”
[…]
I don’t mean failing part of an op, I mean failing the whole thing
like it’s hard to tell when that happens, I guess
[…]
and I don’t really know what to do when it does

Lithobraker, N@TO, April 2022 (link)

It can be a tricky problem, and a few people offered suggestions. Here are some:

my thinking is that you can always tilt your head and go “okay, well that wasn’t a complete disaster”
[…]
or alternatively “Hey, we’ve got this identical report halfway across the country, mind checking that out?”
and then you get to feel awesome
[…]
at the end of the day, I think you still have two win conditions
1) is someone alive
2) is the existence of Delta Green still a secret
with the optional third one of
3) did you figure out something about the spoop

Top Hat, N@TO, April 2022 (link)

The threat doesn’t have to be “eat the agent”.
Why should the threat care about a few agents?
[…]
The threat could be “destroy the town”
Or “steal the MacGuffin”
Or “conduct evil ritual of vagueness”
If that happens, oh well.
[…}
“We today learned what happened when [threat] does something. That’s good to know. Alright, mission accomplished. Write up a Mythos tome, and you’re forgiven.”

TariqAli, N@TO, April 2022 (link)

Fundamentally it’s a question of having an interesting conclusion despite the mystery/operation being unresolved
If it’s totally botched, have the higher ups express their condolences or chastise the Agents as appropriate, then send down the big guns which the players are now in charge of coordinating.
Or have them put out to pasture and on the run if they really botch things.
Character failure should escalate the stakes somehow.

Frahnk, N@TO, April 2022 (link)

All three are pretty good pieces of advice, and I of course offered my own advice.

Here’s a 4-step guide:

1. Clearly imagine the Agents’ objective (ex: kill the False Hydra hiding in The Project[s])
2. Imagine what the worst plausible and direct fail condition is (The Agents are eaten and the False Hydra continues to live and feast). Avoid “and the world ends” kind of endings unless it’s emotionally appropriate for the scenario’s place in the campaign (or is the product of many fail states the players have hit and know they hit).
3. Take the condition from step and make it less terrible (Only most of The Agents are eaten and the False Hydra lives)
4. Repeat steps 2-3 until you have 3-6 fail conditions on a gradation (plus complete success)

Alternatively:
1. Clearly imagine the Agents’ objective (ex: kill the False Hydra hiding in The Projects)
2. Imagine what the best plausible and direct success condition is (The False Hydra is killed)
3. Take that condition and make it considerably worse (The False Hydra is killed, but multiple bystanders are killed)
4. Repeat steps 2-3 until you have 3-6 conditions on a gradation (plus complete failure).

You can also combine the two and work towards the middle.

Another way to cheat this is to have multiple simple, small objectives that have small and simple pass/fail conditions. This way, interesting “fail” conditions are made when certain objectives are completed and others aren’t.

Staggered Amusement Machine, N@TO, April 2022 (link)

Hopefully this provides a few different ways to think about failing adventures/missions/operations in TTRPGs.