Cosmic Dark is a storytelling game of cosmic and Science Fiction horror that is significant in three ways. First, it offers a complete six-part campaign that can be played through in roughly twelve or so sessions. Second, it provides complete guidance for the Director—as the Game Master is known—to create more scenarios of her own. Third, it is designed to be played straight from the page with a minimum of effort, using a very light set of mechanics. The players learn the rules of the roleplaying game as they play, including Employee generation, although the Director will still need to read the rules and the scenario beforehand to get the best out of the story. Thankfully, the core rules run to just seven pages, requiring no more than some six-sided dice, preferably of different colours.
A Player Character—or Employee—is very simply designed. He has a Specialism, such as Medical Officer, Mining Engineer, Geologist, Comms Officer, and Team Leader, and then a series of stats on a one-to-six range. Changed represents how much space affects an Employee. It is rolled every time an Employee is hurt or something weird happens to him, and when it reaches six, he is broken and their story is over. In addition, he has a Reality Die and a Specialism Die. These are rolled when the Employee wants to investigate something. The highest result determines the amount of information the Employee gains. This is the bare minimum on a roll of one and everything the Employee can be expected to discover on a four. In addition, the Employee can also gain access to Records from Extracsa’s databases on a roll of five, but on a six, the Employee learns all of this and worse, gains a glimpse of the Anomaly, which may trigger a Changed roll. (The Director can hold a five or six if there is nothing appropriate in a scene.) If someone—which can be another player or the Director—thinks the story would be more interesting if the Employee failed, they roll a Failure Die against the Employee’ player. If the Failure Die rolls higher than the Employee’s die, the Employee fails. Combat is handled in this way, failure triggering a Changed roll. However, it should be noted that the focus of Cosmic Dark and its campaign is upon interaction and exploration and discovery, and not on combat.
In the long term, it is possible for an Employee to reduce his Changed. This might be through surgery, drugs, Memory Anaesthetic, or something else, but it is not guaranteed to work. However, an Employee’s Changed does reset to one at the end of an assignment. He also gains a new attribute, Burnout. This starts at one and is gained between assignments and potentially from moments when his mistrust in Extracsa Conglomerate is triggered or grows. If an Employee’s Burnout reaches six, he is unable to work anymore, gains one more scene, and he retires.
Mechanically then, Cosmic Dark is fast and simple. Obviously, this means that it leaves space for the Director to focus on the narrative and presenting the story and the setting.
The campaign of Cosmic Dark consists of six parts. Each part consists of a different assignment by the Extracsa Conglomerate. The first assignment, ‘Extraction’, begins by establishing who the Employees are, where they all grew up together, and more, elements of which will be reinforced again and again at the beginning of each assignment, and then pushes the players to use the rules to Comic Dark. This is intended as a learning process, though the Director should read through the rules at the end of the book as it is more directly presented. The Employees are assigned to excavate a never before mined asteroid and find it strangely invasive. They also find signs that it is not as pristine as promised. ‘Time Murder’ is a weird murder mystery where the Employees are assigned to sister-company to help harvest energy, whilst in ‘Transparency’ they are given a twenty-four-hour window to salvage what they can aboard an Extracsa Conglomerate starship. To their surprise, the Employees find survivors, but ones with unreliable memories of what happened to the starship. This Assignment does get gory in places, but it is a decently cosmic twist upon the ship in peril set-up. The fourth and fifth Assignments—‘Every Sunrise’ and ‘Every Sunset’—parallel and mirror each other, and can be played in any order, although they work slightly better in the order given. They explore the same or similar planets from different angles, one a desperate evacuation mission, the other a terraforming mission. The campaign comes to a close in ‘The Invisible Hand’ in which past discoveries give a chance for the Employees to put their employer on a different path—or has that already happened?
Cosmic Dark is a roleplaying game of weird space horror, in which life, technology, and reality break down, change, and go wrong. When not describing the situations that Employees find themselves and the outcomes of their actions, the Director is in many ways exactly that, someone who ‘directs’, and who does this through direct questions and prompts intended to provoke an emotional response, such as “What scares you most about space?” or “What is your most painful memory?” The advice for the Director suggests ways in which to do this and enhance the horror, building from the players’ answers to the prompts, but is also on how to write scenarios for Cosmic Dark as well as run it. Here the advice suggests creating situations that the Employees cannot correct and giving them choices where the only options are bad ones. Just as the questions to the players and their Employees are very direct, so too is the advice to the Director, pointedly telling her what to do as she takes the players and their Employees through the stages of a Cosmic Dark Assignment, first ‘Weird’, then ‘Dangerous’, before escalating into ‘Deadly’. All three stages are explored as are a variety of different situations, such as the Employees contacting the Extracsa Conglomerate, using the preceding scenarios as examples. What is clear from the advice throughout is that in each of the Assignments in Cosmic Dark there is a story to be told, one that the players and their Employees cannot easily deviate from or disengage from. In the case of the former, although the ending of any one story is not set in stone, there is still room to explore and investigate, and even add details to the world around the Employees, whilst in the case of the latter, the Director is told to make it clear when certain actions simply will simply not work. Conversely, where necessary—and especially if it enhances the horror—the Director is encouraged to work player suggestions into the story. Overall, the advice is strong and to the point.
Physically, Cosmic Dark is well presented with a clean and tidy layout. The book is black and white and lightly illustrated, but the artwork is starkly appropriate. As with previous books by the author, his voice shines through, especially in the advice for the Director.
To be clear, Cosmic Dark is in no way Lovecraftian in its cosmic horror. Its horror is environmental in nature, born of the clash between the alien spaces the Employees are instructed to explore and in the case of the Employees, the need to first understand them and then second, survive them, whilst in the case of the Extracsa Conglomerate, to exploit them. The Extracsa Conglomerate is not necessarily evil, but it is a corporate entity with all of the dispassionate, self-serving drive and scientific pride you would expect. The play of Cosmic Dark is interactive and investigative in nature, but also introspective given the number of questions that the Assignments and thus the Director is ordered to ask. Here it feels as if the author himself is asking them, but were it not for these questions, there would be an overwhelming sense of depersonalisation of each Employee by the Extracsa Conglomerate. What remains still serves to enhance the disconnection that the players and their Employees are likely to feel in the face of the Glitch as they are bounced from one Assignment to the next.
As a roleplaying game, Cosmic Dark is a simple set of rules combined with good advice and suggestions as to how to use prompts to elicit responses from the players and their Employees to drive good storytelling. As a campaign, Cosmic Dark depicts an uncaring universe and the consequences of Humanity interacting, unwittingly or not, with it. Together they showcase each other. Ultimately, Cosmic Dark presents a campaign of Science Fiction horror in which the only compassion belongs to the Employees and the real monsters might be humanity and its drive to explore and exploit.
Cosmic Dark is currently being funded via Kickstarter.