The AMC-222 Report is a scenario for Those Dark Places: Industrial Science Fiction Roleplaying, the roleplaying game of Blue-Collar Science Fiction horror published by Osprey Games. It is written by the roleplaying game’s designer and presents a short scenario which combines strong elements of action, investigation, and roleplaying and which could be played in a single session—two at the very most. It takes a traditional type of Science Fiction setting and gives it a horror twist which echoes that of the slasher film subgenre. It can be played as a training simulation to determine the suitability of the Player Characters for working between Earth and the frontier of space as part of the application process as described in Those Dark Places, or it can be run straight as an assignment during their years of employment. This also means that it can be run with new Player Characters or more experienced ones, but if played as a training simulation or early in their careers, its horror elements may foreshadow their eventual fate if the Player Characters spend too much time in space… However it is used, The AMC-222 Report will take relatively little time for the Game Monitor to prepare for play.
The setting for The AMC-222 Report is Asteroid Mining Catch 222 in the Peller System, a facility operated by Cambridge-Wallace, Inc. The head of facility has recently sent an emergency request for help. Two of its mining crew have been killed and a member of staff is missing, and worse, as far as the company is concerned, the deep space mining facility is not currently operating at full capacity, and that means it is losing money… The Player Characters—the crew of the DSRV Grahams, a light and fast Deep Space Reconnaissance Vessel typically used by many Duster and Arbiter crews for fast dispatch and first responder missions. They receive an emergency briefing and are reassigned to investigate and resolve the emergency. Cambridge-Wallace, Inc. wants Asteroid Mining Catch 222 back operating at full capacity as soon as possible.
The players and their characters should realise that there is something different about this mission from the off. Each member of the team is assigned a Dazer pistol and a medkit. When they arrive, the Player Characters find the station to be a bleak, dark, and depressing place. It seems to be in a constant state of power saving and this has affected the personnel assigned there. The staff are weary and worn out, even uncaring in the face of the current situation. This presents the Game Monitor with some entertaining NPCs to roleplay and some frustrated and frustrating NPCs for the Player Characters to interact with—or not!
The AMC-222 Report is divided into two acts, with each act being set on a different level of Asteroid Mining Catch 222. In the first act, the Player Characters arrive at the habitable level and investigate recent events and interrogate the base personnel as to recent events. In the second act, the Player Characters descend to the mine workings on the lower level. Here they encounter malfunctioning machinery, a less than ideal working environment, and worse…
Support for the Game Master for The AMC-222 Report includes deck plans of the DSRV Grahams and floor plans of Asteroid Mining Catch 222, the deck plans also being useful as a sample ship for the Player Characters in the long term. All of the scenario’s NPCs are given detailed backgrounds to accompany their often moody responses and explanations as to what is going on in the facility in the scenario’s first act. In addition to details of the Deep Space Reconnaissance Vessel, the other new item of equipment given is the Armoured Space Suit.
Physically, The AMC-222 Report is reasonably well presented. The deck plans and floor plans are simple, but clear, whilst the artwork is at best described as rough. If there is anything missing, it is perhaps a set of ready-to-play Player Characters which would both speed up the scenario’s already quick preparation time and make it suitable as a convention scenario.
The AMC-222 Report is more obvious in its plotting and in its inspiration as a horror scenario than the earlier The Ana-Sin-Emid Report. It might even be termed simple, but that should not necessarily be held against it. The AMC-222 Report is straightforward, but that does not mean it is not atmospheric and does not mean it cannot deliver a short, sharp shock of horror.
Showing posts with label Those Dark Places. Show all posts
Showing posts with label Those Dark Places. Show all posts
Monday, 13 September 2021
Friday, 16 April 2021
Blue Collar Sci-Fi Chiller
The Ana-Sin-Emid Report is a scenario for Those Dark Places: Industrial Science Fiction Roleplaying, the roleplaying game of Blue-Collar Science Fiction horror published by Osprey Games. It is written by the roleplaying game’s designer and presents a short investigative scenario which can be played through in a session or two. It takes a traditional type of Science Fiction setting and gives it a horror twist which echoes that of the film, Event Horizon. It can be played as a training simulation to determine their suitability for working between Earth and the frontier of space as part of the application process as described in Those Dark Places, or it can be run straight as an assignment during their years of employment. This also means that it can be run with new Player Characters or more experienced ones, but its horror elements will probably be more effective if the scenario is played with Player Characters who have encountered some scary situations and suffered Episodes of Pressure before. Either way, it will take relatively little time for the Game Monitor to prepare The Ana-Sin-Emid Report for play.
The setting for The Ana-Sin-Emid Report is the Iota Pegasi B System, the site of Grant Stellar Station, a Cambridge-Wallace, Inc. facility. The Player Characters are either stationed there or making a pickup or delivery, perhaps Cambridge-Wallace, Inc. employees, perhaps not. Whatever the reasons for their being on the Grant Stellar Station, a situation has arisen and the station manager grabs the first available crew and assigns them to resolve it. If they are Cambridge-Wallace, Inc. employees, then fine. If not, there is a set of emergency employment mandates written into their contracts—in very small print—which means that they have little choice in the matter. The situation is that in the last hour, the Deep Space Transport Vessel The Ana-Sin-Emid dropped out of FTL and began coasting towards the inner system. If it continues on its current path, it will disrupt operations and present a potential hazard. There has been no communication from the vessel and its current pattern of deceleration suggests that it is under automated piloting. The Ana-Sin-Emid is the property of the Wayne/Tanaka Corporation, but as it is Cambridge-Wallace, Inc. space, Cambridge-Wallace, Inc. has the right to offer assistance, board her and, if the opportunity presents itself, claim salvage. Which is where the Player Characters come in.
The Player Characters are tasked with getting aboard The Ana-Sin-Emid, get to the bridge, and report back to the station manager. If they have their own vessel, they can use that, but if not, the Player Character are assigned the Deep Space Reconnaissance Vessel Grahams, a small starship designed to jump into distant star systems and conduct preliminary survey sweeps and collect information upon which the decision to conduct deeper survey or resource exploitation missions can be made. If the Player Characters lack a pilot amongst their number, then one will be provided. The Player Characters have about twelve hours before another ship can be readied and sent out to The Ana-Sin-Emid, so they are the first response to the emerging situation.
Once at their destination, the Player Characters find The Ana-Sin-Emid under power, but unresponsive. Energy and heat blooms can be detected, there is no sign of damage, and the airlocks are closed. Essentially, the Player Characters are free to explore the two decks of the vessel, and its eighteen locations as is their wont. They will quickly find that it has been abandoned and that there are signs of violence scattered throughout the ship. However, as they explore The Ana-Sin-Emid, the Player Characters—singly or in groups—begin see strange things. Are they hallucinations? Are they something else? And whatever they are, what is causing them? Is there a chemical agent in the ship’s air supply or is it something else? Ultimately, the cause of the problems aboard The Ana-Sin-Emid is relatively easy to determine, but this does not mean that the Player Characters will necessarily solve it. Strange incidents may place them under too much Pressure, and there is scope for both accidents and incidents of violence during their exploration of the apparently abandoned vessel.
In addition to the plot, The Ana-Sin-Emid Report includes for increasing the Pressure upon the Player Characters—either because they knew somebody The Ana-Sin-Emid or due to past experiences of Episodes of Pressure. An option is given for having an NPC Helm Officer, who would of course abandon the Player Characters aboard The Ana-Sin-Emid at the first sign of trouble, and there are clear deckplans given for The Ana-Sin-Emid. There is decent staging advice for the Game Monitor too.
The Ana-Sin-Emid Report is cleanly laid out, though the text needs a slight edit and the labelling on the deckplans is a bit tight in places. The various incidences of Pressure could also have been slightly more clearly marked for ease of running the scenario, especially if the Game Monitor is running with minimal preparation. The scenario does not require a great deal of preparation, but this would have helped.
The lightness of the mechanics in The Ana-Sin-Emid Report means that it is more plot than necessarily stats. This has the advantage of making it not only easy to run for Those Dark Places, but also easy to adapt to almost any Science Fiction roleplaying game. Of course, it is ideally suited to those which already combine Science Fiction with horror, especially Blue Collar Science Fiction, such as MOTHERSHIP Sci-Fi Horror Roleplaying Game or even the Alien: The Roleplaying Game, whether that is to run it straight and as is, or as a training exercise. (In fact, Those Dark Places would work as a training exercise or employment application in the setting of those roleplaying games!)
The Ana-Sin-Emid Report is nasty, weirdly creepy, and short. It is easy to run as a one-shot or add to an existing campaign, and should provide one or two sessions of play. It would also work as a convention scenario and so easily fit within a four-hour slot.
The setting for The Ana-Sin-Emid Report is the Iota Pegasi B System, the site of Grant Stellar Station, a Cambridge-Wallace, Inc. facility. The Player Characters are either stationed there or making a pickup or delivery, perhaps Cambridge-Wallace, Inc. employees, perhaps not. Whatever the reasons for their being on the Grant Stellar Station, a situation has arisen and the station manager grabs the first available crew and assigns them to resolve it. If they are Cambridge-Wallace, Inc. employees, then fine. If not, there is a set of emergency employment mandates written into their contracts—in very small print—which means that they have little choice in the matter. The situation is that in the last hour, the Deep Space Transport Vessel The Ana-Sin-Emid dropped out of FTL and began coasting towards the inner system. If it continues on its current path, it will disrupt operations and present a potential hazard. There has been no communication from the vessel and its current pattern of deceleration suggests that it is under automated piloting. The Ana-Sin-Emid is the property of the Wayne/Tanaka Corporation, but as it is Cambridge-Wallace, Inc. space, Cambridge-Wallace, Inc. has the right to offer assistance, board her and, if the opportunity presents itself, claim salvage. Which is where the Player Characters come in.
The Player Characters are tasked with getting aboard The Ana-Sin-Emid, get to the bridge, and report back to the station manager. If they have their own vessel, they can use that, but if not, the Player Character are assigned the Deep Space Reconnaissance Vessel Grahams, a small starship designed to jump into distant star systems and conduct preliminary survey sweeps and collect information upon which the decision to conduct deeper survey or resource exploitation missions can be made. If the Player Characters lack a pilot amongst their number, then one will be provided. The Player Characters have about twelve hours before another ship can be readied and sent out to The Ana-Sin-Emid, so they are the first response to the emerging situation.
Once at their destination, the Player Characters find The Ana-Sin-Emid under power, but unresponsive. Energy and heat blooms can be detected, there is no sign of damage, and the airlocks are closed. Essentially, the Player Characters are free to explore the two decks of the vessel, and its eighteen locations as is their wont. They will quickly find that it has been abandoned and that there are signs of violence scattered throughout the ship. However, as they explore The Ana-Sin-Emid, the Player Characters—singly or in groups—begin see strange things. Are they hallucinations? Are they something else? And whatever they are, what is causing them? Is there a chemical agent in the ship’s air supply or is it something else? Ultimately, the cause of the problems aboard The Ana-Sin-Emid is relatively easy to determine, but this does not mean that the Player Characters will necessarily solve it. Strange incidents may place them under too much Pressure, and there is scope for both accidents and incidents of violence during their exploration of the apparently abandoned vessel.
In addition to the plot, The Ana-Sin-Emid Report includes for increasing the Pressure upon the Player Characters—either because they knew somebody The Ana-Sin-Emid or due to past experiences of Episodes of Pressure. An option is given for having an NPC Helm Officer, who would of course abandon the Player Characters aboard The Ana-Sin-Emid at the first sign of trouble, and there are clear deckplans given for The Ana-Sin-Emid. There is decent staging advice for the Game Monitor too.
The Ana-Sin-Emid Report is cleanly laid out, though the text needs a slight edit and the labelling on the deckplans is a bit tight in places. The various incidences of Pressure could also have been slightly more clearly marked for ease of running the scenario, especially if the Game Monitor is running with minimal preparation. The scenario does not require a great deal of preparation, but this would have helped.
The lightness of the mechanics in The Ana-Sin-Emid Report means that it is more plot than necessarily stats. This has the advantage of making it not only easy to run for Those Dark Places, but also easy to adapt to almost any Science Fiction roleplaying game. Of course, it is ideally suited to those which already combine Science Fiction with horror, especially Blue Collar Science Fiction, such as MOTHERSHIP Sci-Fi Horror Roleplaying Game or even the Alien: The Roleplaying Game, whether that is to run it straight and as is, or as a training exercise. (In fact, Those Dark Places would work as a training exercise or employment application in the setting of those roleplaying games!)
The Ana-Sin-Emid Report is nasty, weirdly creepy, and short. It is easy to run as a one-shot or add to an existing campaign, and should provide one or two sessions of play. It would also work as a convention scenario and so easily fit within a four-hour slot.
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