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Glitched Tabletop

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A member registered Jun 20, 2018 · View creator page →

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The real space horror: being sold a timeshare.

The last one screams Echopraxia (although that’s more a harder, alternative take on zombies/thrall).

The new link worked for me. Thanks for that!

It seems the hyperlinks to the LionHearth Discord server are invalid or expired. Can we get fresh links?

I especially like the last one. Reminds me of the short film “Side Effects May Include” (which would also be a killer theme).

I’m gonna claim “All Systems: Blue.” Thanks for putting this whole shindig together!

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  1. Blue-collar desperation
  2. Science the shit out of this
  3. Side Effects May Include

Edit: nixed “Deep in the guts” for “Side Effects May Include”

Edit: replaced “Defiant hope” with “Lunar.”

Edit: Removed “Lunar” (since someone did “Moonshot”) and replaced it with “Science the shit out of this”

Edit: replaced “conflicting identities” with “Blue-collar desperation”

(7 edits)

Post up to three (3) theme ideas here. I’ll eventually collect these for us to vote on our favorites.

Themes are due by Thursday, April 23rd at 11:59pm PDT (UTC-7).

If you need inspiration/examples of themes, check out themes from prior years: the Cyberpunk Jam’s optional themes, the Derelict Jam’s optional themes, 2025, 2024, 2023, or 2022.

Here’s my progress so

  • Google Sheets character sheet. I started working on this this week. It’s not pretty, but all the fields are there. I’ll spend the weekend to make this
  • Underwater technical recovery mission. I started drafting the obstacles and minor objectives for this mission. I should have a rough draft uploaded by
  • Algae bloom survey adventure. I’m still not certain on the specific details of the mysterious algae, but I do have the specific player objectives and two of the six encounters drafted. This hopefully should see a public draft by
  • Food web of Poseidon. I haven’t started this yet, and it may go by the wayside.

Feel free to share progress and ask for critique in this thread!

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Yeah, it uses an unconventional style for mysteries that can be hard to judge.

If you know about Brindlewood Bay, it basically works the same way. As a mini-explanation: in “Carved from Brindlewood” mystery games, there is no pre-determiend solution. Instead, there are a bunch of clues.

When you want to “solve” the mystery, you come up with a solution that uses as many clues as it can for evidence. Then you roll 2d6 + # clues used - the mystery’s complexity. Roll 7 or more, and you’re correct (possibly with a complication). Otherwise, back to the drawing board.

So these kinds of mysteries are about gathering as many clues as you can, then weaving a solution that uses as many of those clues as possible.

However, being unfamiliar with the rules, I find it very hard to rate.

If you don’t want to buy two different rulebooks (understandable), I suggest skewing your ranking towards the lower end of your range. It’s the “safer” score, and it’s possible any issues you currently have persist even after learning the rules.

Legibility

Very effective in organizing and communicating its contents. There are a few spelling mistakes, but none hinder comprehension. The author regularly places the most important details at the beginning of any long description, and the early GM’s summary effectively contextualizes the entire mission for the GM.

The only ambiguity I could find is with the list of Challenges. It’s ambiguous if all the Challenge items need to be overcome, or if only some need to. It seems to flip-flop between sets of Challenges. A GM can parse it on subsequent readings, but it can still be clearer.

Despite those minor blemishes, this mission is still clear enough in its writing and organization to be easily-comprehended.

Design

The mission starts on a good foot by establishing its core values (anonymity and autonomy) to the players and tying that to a meaningful player motivation (desire to avoid surveillance and access useful gear and NPCs). The setting of the adventure also does a great job of seeding suspicion in the players’ minds: the 10 hour time limit of the NULL zone before it moves prevents players from getting too comfortable in the space, the totalitarianism of NIHIL (even if never exercised) contradicts the intention of the NULL zone that foreshadows the reveal, and even the “everything is a little too quiet” when the players first enter demonstrate the uneasy artificiality of the NULL zone.

In addition, the resolution portrays an interesting test of values for the player characters, whether to reaffirm their commitment to true freedom by forfeiting a useful place that grants them ore privileges or to accept the co-opted “free” situation and willingly submit (either temporarily or permanently).

However, this commitment to unease and transience also creates a feeling of detachment from the NULL zone. For me, this is caused by a lack of any notable, characterful occupants and utilities. There is supposedly a wide array of interesting characters: patrons, fences, merchants, and revolutionaries. But none are actually provided. Not only does this point to the NULL zone’s artificiality and lifelessness, but it also prevents players from caring enough about the place for the final choice to feel meaningful.

Speaking of detachment, the three missions and their Challenges feel sparse, like mere skeletons of missions. They’re reminiscent of the 1HP Dragon (which is neat), but the first two missions feel thematically disconnected from the rest of Welcome to Null and have few details to make them memorable on their own. The first mission resembles a stock cyberpunk adventure so much, that it feels like an invitation to skip or replace it with anything else the GM has.

Aesthetics

Beyond the colorful text and stylish GM info box, Welcome to Null is visually very clean and plain. For me, that reinforces the co-opted sanitiziation of the Null zone itself. My only wish was that there was a proper printer-friendly version of the PDF (with black text on a white background). The markdown version is a helpful addition though.

Thematically, the central tension between true freedom and a carve-out in the existing power structure is compelling. It’s one I can imagine certain players having a genuine struggle with, and portrays the struggles and compromises seen in some real revolutionary struggles.

Suggestions

I only have a few suggestions for a future version:

  • Add more distinct characteristics to the Challenges of each mission, tying into the themes of the rest of the piece.
  • Provide a list of specific, interesting NPCs in the NULL zone. This should increase player attachment to the Zone and make the final choice more difficult

In the end, Welcome to NULL is an interesting space and plot that I personally plan to use in my next cyberpunk game.

Email sent! Double-check your spam: I find that emails with itch links sometime end up there.

Yeah, uploads are locked during the rating period.

Since itch’s interface is a little weird (and Calvin Ball is separate run from One Eyed Lumberjacks), I recommend actually uploading Calvin Ball as a separate submission. It’s easier for me to allow “late” submissions than it is to let people edit their submission.

Go ahead and make a separate project page for Calvin Ball. Once you do, post the link here and give me your email. I’ll then generate a unique submission link for you and email it to you. Sound good?

Don’t forget to post community copies this weekend, so judges can read & critique it!

Hey Aveox. Sorry for the non sequitur comment, but is there a reason you took down One Page Imperium? My group and I enjoyed it last year, and some other people are interested.

Mapping

If you need to make maps (say, for a biotech weapons lab your players are infiltrating), consider using these tools:

  • DungeonScrawl V1 by probabletrain. This lets you produce and style simple gridded maps. Unlike DungeonScrawl V2, V1’s maps are CC0. So you are free to use them in your own creations. V2 does add new features, but keep in mind its licensing.

  • City Generator by probabletrain. Generates a modern city building-by-building.

  • Dwellilngs Generator By Watabou. Creates multi-story residences, good if you need to break into some VIP’s building or a condemned building (for Urban Exploration).

Love the style! Do you think you could make a printer-friendly version?

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Brainstorming Resources

All of these are free:

  • Blade Runner Case Generator. A good, simple mission generator for more investigation-heavy cyberpunk games.

  • Cities Without Number Mission tables. CWN has a bunch of random tables for generating missions, and there’s a worksheet to help keep track of it all.

  • Cy_Borg generators. I found one two different mission generators for Cy_Borg. They appear identical (using the tables from the books) but with different aesthetics.

(1 edit)

If you find any resources on your own, share them here! Here are some I’ve found over the years:

(1 edit)

Finally playing my physical copy, and I have 2 rules questions:

  1. When a worker is Exhausted/Decommissioned, are their attached items also Exhausted/Decommissioned?

  2. The 15-card deck is face-down, correct?

I assume “yes” for both counts, but want to make sure.

Looks like it!

Yeah, you can upload the revised version to your project page (Root Access -> Edit Game -> Uploads), and it won’t require any intervention on my part at all.

If I delete the submission, will I be able to resubmit it even though the submission period is over?

If you’re just swapping the files (and keeping the project page), the project will stay part of the jam. So you won’t need to re-submit it to the jam.

Cool adventure! Love the layout and the synth/plant fusion!

It looks like the room descriptions got duplicated onto the second page. Is that intentional?

Love that you actually went through with posting the PowerPoint version.

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Great question! I would normally suggest making a separate project page for the secondary derelict. But I’ll make an exception in this case: go ahead and add the secondary derelict to Mother, May I Keep It.

When you submit, I would leave a comment under the jam’s Submission tab specifying the secondary location’s file.

Also: the “snow bunnies” sound cool!

Check the link in the sequel jam: https://itch.io/jam/sci-fi-derelict-jam-2025

It is now “complete.” Thanks for the patience; I don’t know why I procrastinated as long as I did to complete it.

After an embarrassing wait, it has now come along.

Him, that’s odd. Third time’s the charm?

https://discord.gg/aPc7vCzaJZ

Another obvious resource:

  • Orbiters Local 519 by Archon’s Court. A great derelict-crawler RPG with a very useful derelict generator in the back half. Use this if you need help coming up with ideas or a layout.
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Hm, that’s odd. Try this one: https://discord.gg/yxzfhaPf34

If that doesn’t work, make sure your Discord email is verified.

Also: you probably won’t need a team for this jam. This is for tabletop games, not video games. It’s much easier to make things on your own. But you can still use the Discord to workshop ideas and get feedback.

(4 edits)

Using this as a board to put some improvement ideas:

  • Dedicated monster brainstorming instructions

  • Advice for brainstorming villains

  • Advice for coming up with the Unnatural (would require either developing A Theory Of Unnatural, or being heterodox and presenting many ideas on The Unnatural)

  • “Handler” vs “Case Officer” and “Agent” vs “agent.”

  • List some scenario-level mechanics (clocks, Heat, etc)

  • Node traversal graphs?

  • Advice on designing and illustrating maps (urban, wilderness, and buildings)

  • Sourcing art ethically and responsibly

(1 edit)

Good question!

Two different submissions with the same ship? That’s technically against rule 2 (“no pre-existing derelicts”), since one version would technically exist before the other. But a technicality isn’t the best reason, and luckily there is a better method.

Since it’s the same derelict (barring the optional challenges), your best option is submitting them together on the same project page. It makes it easier to manage, and easier to find/browse for interested readers.

Link to part 2: https://nevilkingstonbrown.itch.io/delta-green-war-on-dregs-act-ii

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I’ve also added a (kinda ugly) pdf version for convenience.

(1 edit)

It’s a markdown file (.md). It can be read by markdown readers like Obsidian.md or Markdown Live Preview, or “unrendered” (headings and links look like normal text but with special characters) by basically any text file reader like Notepad, Kate, or Vim.

Feel free to drop any resources you found useful for making your derelict submission.