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(+1)

That's kind of the intent of Project Sisyphus as well, or at least the second act. 

I think, when doing that kind of thing, if you want it to remain a role-playing game and not accidentally turn into a board game, you probably need to resist the urge to have explicit mechanics for everything. Here, you definitely want to have rules for some things, like powering systems and how long it takes to get around the ship. But if you don't want it to play like a board game, I would suggest leaving more room for the Warden to interact with the players, instead of both parties interacting with the game mechanics.

a very fair point. Not quite sure how i would adjust that but I’ll give it some consideration.

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In this case, having done all this work, you could also just lean into it and be like this is a board game you can play as a standalone or as an interlude in a more conventional campaign. Maybe even rejig the rules so it doesn't need a Warden. (Or, conversely, if you want to keep a Warden, give the Warden more direct control over the threats and make it a competitive one-versus-many game where the Warden is actually trying to defeat the players.)

The advice was more for if this isn't how you meant it to go, how to avoid that next time.