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(1 edit)

I agree with these comments. 

I think where it can be gamed mechanically is to never turn on the power. If the hallway has been shorn off, float over to 7 and cut the terminal out to bring back to a ship to be powered up. Players could circumnavigate your narrative conflict and collect the bounty, and they would be none the wiser that they could have had rat grenades (this was a fun touch).

I struggled with the labeling of a couple locations: general wing features had a (0A) label, exterior (0B), station airlock (AS), and lab airlock (AL). These are a bit confusing, but also don’t really seem that necessary since they aren’t referenced on the map. Could maybe just leave those off altogether. 

(2 edits)

Agreed, I also thought about the possibility of just removing the computers vs. turning them on. However, that's a little more easily shot down by the Warden... if they're terminals, they might not actually contain the data at all. If the players don't know where the hard storage is, or if it's decentralized throughout the ship's networks, that plan doesn't work.

Edit: In fact, if my players wanted to do that, I'd let them go crawling through electrical conduits to try to find the central data storage but make that where ALL the rats live.