Oozes flavour, love this! A refreshing twist for FIST
Play game
NEST: A Heartwarming Scenario for FIST RPG's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Rank | #2 | 4.875 | 4.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I absolutely love the genesis for this scenario, and it seems to be skillfully executed here. The opportunity for players to weaponize the tropes of 80s coming-of-age movies and Cold War anxiety as an in-fiction strategy is somehow equal parts compelling and absurd - which is a plus in my book. I amused myself just imagining a scene in which The Russian, suspicious after a tactical misstep from an agent, is thrown off the trail after a convincing monologue about how things have been weird ever since their parents announced their impending divorce and the house that they grew up in is being sold to a commercial developer.
If I had to nitpick, my only concern is that there's more ambiguity than I'd like for how the operatives are expected to uncover the truth about the swarm hive. I think the incorporation of clocks is fantastic and would keep things from lagging, but if the tightrope the players walk on is investigating this strange mystery while maintaining the ruse of being kids, there's plenty in the way of the latter but less of the former. I think having tables for generating tangible objectives (alien energy pylon disguised as a field goal post, the ad jingle for a local mattress company suppresses the swarms' gestation) would create connective tissue between Act 1 and Act 3.
Again, I love this concept. I'm thrilled that something delightfully twisted was born from a childhood memory, and I hope this gets brought to people's tables.
Hey! Thank you for sharing the imagined monologue. That’s just the sort of cheesy, fun, trope-filled roleplaying I hoped people would get to experience with this adventure. :D
The point you raised is a good one, and it’s something I’ll try to tackle in the future. Perhaps each kid adventure should have at least one solid lead? Or maybe there’s a subtle clue all but guaranteed, with more solid or useful clues requiring lateral thinking and investigation. It’s definitely worth thinking about, and something I’ll try to work out when writing the example scenarios for the back of the PDF.
BTW, the ad jingle thing is genius. Do you imagine the suppressive nature as a sort of intentional supernatural/superscience situation, or would it be an incidental side effect, like the yodeling from Mars Attacks! (1996)?
I absolutely love the genesis for this scenario, and it seems to be skillfully executed here. The opportunity for players to weaponize the tropes of 80s coming-of-age movies and Cold War anxiety as an in-fiction strategy is somehow equal parts compelling and absurd - which is a plus in my book. I amused myself just imagining a scene in which The Russian, suspicious after a tactical misstep from an agent, is thrown off the trail after a convincing monologue about how things have been weird ever since their parents announced their impending divorce and the house that they grew up in is being sold to a commercial developer.
If I had to nitpick, my only concern is that there's more ambiguity than I'd like for how the operatives are expected to uncover the truth about the swarm hive. I think the incorporation of clocks is fantastic and would keep things from lagging, but if the tightrope the players walk on is investigating this strange mystery while maintaining the ruse of being kids, there's plenty in the way of the latter but less of the former. I think having tables for generating tangible objectives (alien energy pylon disguised as a field goal post, the ad jingle for a local mattress company suppresses the swarms' gestation) would create connective tissue between Act 1 and Act 3.
Again, I love this concept. I'm thrilled that something delightfully twisted was born from a childhood memory, and I hope this gets brought to people's tables.
A rather hilarious adventure that shouldn’t work but somehow does. Elite, super-powered commandos must somehow masquerade as 1980s children in order to win over the affection of a lovable outsider who is actually a trojan horse filled with ravenous aliens. Even for FIST it's oddball, but the opportunity for players to chew the scenery, subvert movie tropes and end it all with a deadly serious battle to save the world, or at least their local shopping mall, makes it a winner.
Nest is a FIST scenario that feels just slightly out of genre---almost a Kids On Bikes or Tales From The Loop adventure, but with a twist on that formula too.
The PDF is 4 pages, with some nice splashes of color and a clean, readable layout. There's a lot of redaction of the text, which creates a sort of anti-canon in places, but it doesn't really damage the reader's ability to understand the module.
The source material this adventure is pulling from is weird, and there's a quirky, off-beat tone throughout. Plotwise, you play as FIST agents posing as kids to gather intel on a cosmic monster posing as a quirky family-friendly-80s-kids-movie outsider, and the way this recontextualizes every scene in the game is really cool!
It also means there's sort of a bunch of adventures inside the adventure, as the cosmic monster wants to psychically harvest uplifting experiences, and so it tries to drag everyone into heartwarming 80s kids movie excursions, which the PCs need to go along with in order to learn more about it...
It's neat and tense and weird.
I think my only quibble is that the cosmic monster is tough---it's got very high stats---but it doesn't really have a weakness that I could find in the text. So there isn't really a mechanical incentive to investigate it at all, just blast it with the highest powered weaponry the players can scrounge. GMs can change this on the fly, and clever players can find ways to turn some of its features against it, but it's then on the GM to decide that this changes the monster's mechanics---otherwise the group is in for an extremely tough fight.
Overall, this is a really solid adventure concept with some great slow burn storytelling potential and a weird/tense/jokey vibe throughout. It's interesting as a FIST adventure, and I think it could also work pretty easily in any Kids On Bikes style game. Definitely run this if you get the chance.
Thank you so much for the detailed review! Not to mention the kind words. “Neat and tense and weird” are all things I strive for. :D
The good news is, I’m just about to release an update that will address your (totally fair) complaint, as well as provide more guidance on how to actually run this thing in the form of progress clocks.
It’s one of a couple planned updates, along with (hopefully) a full example scenario I’ve got planned, with half-page example Kid Adventures and maybe a map or detail on the town of Westoria.
A great, tongue in cheek scenario framework with solid potential. Should provide a nice tonal shift from standard FIST play while being in-context. With an example scenario or three this could easily be a $5 product post-jam.
Leave a comment
Log in with itch.io to leave a comment.