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A jam submission

Operation: TrinityView project page

A session guide for FIST. The ocean holds many gifts and secrets, can you survive?
Submitted by tictak47 — 25 days, 10 hours before the deadline
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Operation: Trinity's itch.io page

Results

CriteriaRankScore*Raw Score
SUBSTANCE#44.5434.857
Overall#64.3434.643
STYLE#94.1434.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Love it. The progression/escalation mechanics fit so well with the paranoid aspects of FIST

Submitted(+1)

Well-organized and detailed longform (for most FIST content) supplement including a mission, cool experimental items for players to collect, unique monsters to confront, and themed TRAITS for players to acquire.

I have always found deep sea adventures to be naturally intense scenarios, much like deep space, because the environment itself is inherently deadly. With this mission, players have little room, relatively speaking, to flee given the limited number of rooms and their inability to exit the station until they find the escape pod. This intensity is baked into the scenario from the very beginning, as the characters must teleport into the mission without knowing if/how they’ll be able to leave. Additionally, the scenario is cleverly designed to rachet up the tension and the threat by scaling creatures up as the players complete stages of the mission.

The only (minor) recommendation I have would be to include some non-Key Facility examples for Referees to draw on (e.g., storage areas, a mess hall, decontamination stations) in determining the station layout. The document suggests making every room feel like a trap without necessarily being one, and I think it would help contribute to the tension if players couldn’t be confident that each area held something important. That would up the risk-reward tradeoff of searching every space, since they wouldn’t be assured of locating a useful item everywhere they went. A random encounter table with suggested scenarios (e.g., characters discover a collection of corpses of which 1D4 are actually Husks waiting to ambush them) could also help less experienced Referees in fleshing out the mission.

Submitted

I realized that my original comment won't show up  on the non-jam project page, so I'm going to repost it there so it will be a public endorsement

Submitted

Great scenario concept, the classic underwater research base full of biological threats. Well executed. The document looks clean and is easily readable. After reading it once, you can tell at a glance what section a page belongs to by it's layout, which is a clever idea. Each layout used works well, which is no small feat. Really impressive offering!

I wouldn't allow the Janus Bio Pistol in my game. Elevating a PbtA-style roll up a tier every time a particular weapon is used promises to be a game breaker. As a player I'd take it over a bandolier of 4d6+4 handgernukes. The rest of the unique items and the Janus M quasi-Traits are pretty cool though!

Submitted

Very well balanced between descriptions of the location and lore and all the traits and weapons available, I really wanna play this! My only suggestion would be inclusion of a few in-universe pieces of media: transcripts of calls, leaked documents, the call to help itself. These can usually help get the referee and players more excited about the setting.