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A jam submission

Contingency Crew ProtocolView project page

How to Stop Worrying and Love Player Character Death
Submitted by Lofty Jungle — 14 hours, 49 minutes before the deadline

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Contingency Crew Protocol's itch.io page

Results

CriteriaRankScore*Raw Score
ART — How good is the art/graphic design?#222.8933.059
LAYOUT — How well does the module get across information?#253.3383.529
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#262.8933.059
WRITING — How does this read? does it emanate with horror, humor, drama...?#292.5602.706
Overall#302.5912.739
GAME DESIGN — How good is the game balance or concepts there in?#312.7822.941
THEME — How well is the jam theme used?#321.6141.706
FAVORABILITY — how much do you personally like the submission?#332.0592.176

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This is an extremely cool idea, but the execution is a little too slight. I would have liked to see the NPC trackers as an additional downloadable add-on and the interior panels could have included tables for NPC generation or hooks - something to add a little bit more meat to the module. The overall design is lovely - I like the starkness of the design and the core logo is phenomenal (very much in line with the OG "To Dust You Shall Return Patch" for M1E). I like it, just wish there was more!

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Comments

Submitted

(+) A fun action-packed rule set to help bring context to where a NPC has been before a player takes control of them

(+) Helpful blank templates to keep track of any NPCs that have been encountered along the way

(+) Straight forward procedures to get the montage scene up and going

Submitted

Timing this small feature to be a song-long is quite a good idea! It's almost a deus-ex-machina generator to replace characters, quite smart!

Submitted

A little pamphlet containing a procedure for player to take over an NPC while they are downed and possibly dead. The inside of the pamphlet is a sheet for tracking NPCs. It is well laid-out, and could be useful for wardens looking for a way to note down NPC info, but in practice, I think it is trying to solve a problem with a (quite cumbersome) procedure, that would be better addressed by just talking to your players out of character. However, if your players struggle with taking over NPCs as their characters die, this could be helpful for them.

HostSubmitted

Cool idea, doesn’t really fit the Jam but an interesting idea all the same. A few quick thoughts:

  1. the Kerning/Tracking are WAY too tight, I understand you were trying to fit it all on one panel but you have so much more room than that (you cover 1/3rd of one side of the module with an image and one that isn’t really needed.) you have the room, use it! let the thoughts breath!

  2. with the added space you just made for point 1, you can now also add some headers and sub headers to help give some visual development to the ideas here in the module.

  3. it might be worth giving some extra thoughts on how to do some of the points. For example “Choose an NPC by their utility to the situation, or who is likely physically closest to the team.” maybe talk about what could make them have utility to the team, while yes this can be obvious, its also possible that there isn’t really someone who would have the most utility… maybe talk about how to make useful NPCs as well? just thoughts.

  4. small point but this is Mothership, we don’t really use D6’s just have them roll a D10 to determine if they are moving towards or away

  5. “decide where they ended up on the map and any obstacles that they overcame.” again, you have SPACE so lets see a d10 random table to tell us some obstacles? or maybe even a multi d10 that lets you sort of “Mad-Libs” an obstacle out of a few ideas…

This is a good idea, but you have plenty of space to really flush it out into something a lot cooler than what you have sofar. Good luck!

Submitted

Neat! I also like having a pool of NPCs just in case. I like the d6 mechanic of determining where they're going in their own story too. If an NPC is on the player's ship would you still have them roll or would it be with advantage or something?

Submitted

This is useful for a group with 2 problems: The players do not feel inspiration to come up with or adapt character that fit a situation, and the Warden is inexperienced enough to rely on a list instead of improvising such things. But I fear that Warden may be overtaxed with keeping that extra note sheet. A more useful solution would be to prepare replacements when preparing loadouts for the game. I can picture a version 2 of this which helps Wardens create NPCs that could serve as replacement Crew during prep of a scenario. And I would make it address the main issue with replacements: a background and motivation to join the cause. Delta Green was invented for this. But I don't think we need to spin off a secret agent variant, preparing replacements up front will do. Glad you got this one in as well, quite prolific!

Submitted

I wanted this submission to be something else, and maybe that's on me. This trifold gives advice and a simple procedure for a downed player character to be replaced by a nearby NPC, with half of its page space going to an area for recording NPC notes that just doesn't feel terribly helpful for me. I'd sooner see some of that real estate go to roll tables that inspire a player to leap back into play in interesting ways or something else more immediately usable.

Submitted
  • this will for sure help in those moments when death takes to long and makes a player unable to play for a while.