Race to Dereliction - A one-shot for Deep Space RPG
Deep Space is a rules light sci-fi RPG by Jonathan Hicks. I wanted to play something sci-fi as a bit of a pallet cleanser as I have played in fantasy settings for quite some time now. I thought Deep Space was an easy, quick and fun game to run after picking up the core rules and a couple of the supplements. My initial thoughts were to run a one-shot for RPG Saturday, and if players liked it and wanted to do more I would then run a short campaign.
I put together a primer for my players covering the rules from the core rule book and supplements I wanted to include. This was very useful as no-one had played Deep Space before so I was able to walk everyone though the rules without me forgetting to inform the players something relevant.
An option is to allow players to take a specialist skill. As I was going to be initially running Deep Space a a one-shot I thought why not; if it went badly I could write it off and not worry about special skills in the future. I may have gone a bit overboard with my examples of a specialist skill when describing to my players – as you will find out later. The key for the specialist skills is that the players can use this particular skill when appropriate, e.g. cooking – when the player might want to taste food for poison, or check if a plant might be edible, or art – then a character might want to check for a forgery, or want to evaluate how much an art piece is worth.
I have decided to set all my Deep Space games about 200 years into the future. This is about 100 years after the official Deep Space background, but I believe gives me enough scope to mould things to my own liking whilst being able to pull in all the background material I need from what has already been published.
I needed some inspiration and remembered a story about a strange radio signal being found.
In the spring of 2017, Arecibo astronomers detected strange radio signals thought to originate from Ross 128 that were unlike any they had seen before. SETI's Allen Telescope Array was used for follow-up observations and was unable to detect the signal but did detect man made interference, making it seem clear that the Arecibo detections were due to transmissions from Earth satellites in geosynchronous orbit. Ross 128 has a declination (a coordinate which can be likened to latitude) of close to 0 degrees, which places it in the thick of a phalanx of these satellites. Therefore, it can be concluded that the signal was a result of man-made interference.
Race to Dereliction
A transponder has begun sending out a signal from the uninhabited planet of Gill-GS5. Many of the major corporations and Earth Nations have put together their own missions to find out what is going on. Your job is to make planet-fall, find the transponder and work out what has happened before any other factions arrive.
The transponder would belong to an emergency beacon from failing cryopods; which would be different to a distress beacon, or an emergency crash beacon as I might want to use these specifics in later scenarios. These pods would be in a crashed colony ship, The Odyssey, one of the first colony ships to be sent out from the European Superstate (ESS). The planet would be inhabited by strange creatures, like mindless human sized starfish monsters, which caused initial rescue missions to do a quick search and rescue of the crashed ship, find nothing of interest then quarantine the planet due to the alien lifeforms there.
Now the cryopod signal has been sent out meaning that something is still alive on The Odyssey, the ESS want something or someone onboard that ship to be brought back, but as the emergency beacon broadcast the signal far and wide, several other factions and corporations have added themselves to the plan. You job is to get there first, find out what has happened and get back with whatever information and objects you can.
I decided to do a bit of free-form role-play at the start after character creation to dial in several key points to set-up and round out the characters.
- What is your name?
- Who do you work for and what do you do as a job / career?
- What connection do you have with (some of) the others in the group?
- What role will you take aboard the spaceship (pilot, navigator, security, gunner, medic, engineer, etc.)?
This got the players talking to each other, and bouncing ideas off each other right from the start which I think made the game overall better. I will definitely try and do more of this in future games.
The Cast
- Lucretia – A charismatic charity organiser who runs a charity for cybernetic penguins – specialist skill Disassociation – Pilot
- Pam – A bright young star who is a crack shot with a rifle, fresh from cadet school and waiting for enrolment into ESS military – specialist skill Rubik's Cube – Gunner
- Carlos – contracted mechanic for Tri-Optimum Corp. who specialise in Space Station repairs – specialist skill Poker – Engineer
- Gill – ex-ESS-mil who has been working for Jupiter Mining Corp. as their medic – specialist skill Innate Orientation – Medic
- Dirk – space station security 'space ranger' for space station Alpha55 and owner of the Barry van Dyke fan club – specialist knowledge Extensive Knowledge of the TV career of Barry van Dyke – Security
- Burt – contracted mechanic for Tri-Optimum Corp. who specialise in Space Station repairs – specialist Skill Indecisiveness – Engineer
- Spike – a bounty hunter working with the ESS in private contracts – specialist skill Deduction – Communications (although described more as a Face-man or Negotiator) [at the end of the game Spike's player wanted to change his character from a Bounty Hunter to a Mafioso (of some underworld gang from ESS) without changing any other skills or stats, so Spike / Bounty Hunter was an alias and he is actually Vincenzo / Mafioso]
As you can see we had some pretty wild specialist skills, and although I could have made the players take something different, why should I have limited their fun when my players can quite easily limit the characters themselves. I decided, for better or worse to roll with it, and by the end of the session there were only two skills which hadn't been used or used to their full extent – so I am going to call that a win for the random specialist skills.
I ran a short vignette to get them to meet with a contact from ESS officially hiring them for the mission, providing them with a spaceship, the ESSS-Amelia, and allowed them to ask questions (Charisma check) or do some research on the Holonet (Science check). This was essentially a bit of role-playing as I gave them a data-stick which they could plug into the ship which would not only give them coordinates to head to but provide them all the relevant information as follows:
- The transponder signal corresponds to one of the first European colonial ships that left Earth, The Odyssey. It was never heard from again after leaving the Solar system,
- The transponder signal is an older type used around the time of the first space missions beyond the Solar system and is typically only sent under extreme circumstances for search and rescue missions, typically such signals indicate the ships cryopods are failing.
- Prominent citizens were on board The Odyssey.
- The planet Gill-GS5 is listed as uninhabited with rocky terrain and minimum vegetation (shrubs and grasses), no known resources.
- The Odyssey crashed on planet Gill-GS5. This was verified by other missions to the Gill star system after the expansion into Deep Space. It was reported no survivors.
- Gill system is listed as being owned by MBMC.
- MBMC have their main mining operations around the outer gas giants GS6 and GS7 as well smaller operations on the inner barren planets GS2 and GS3
- Gill-GS5 is listed as having alien life, listed in those early reports as monsters.
- Gill-GS5 has little to no resources, and with the alien life present has not been mined.
- Early Earth military classified Gill-GS5 as quarantined due to the monsters.
For the layout of the crashed ship and the landing sites I envisaged a plateau of some sort for the players and other factions to land on, with some level of vegetation, depending on how well they passed their skill check. A shallow valley for the crew to traverse thick with vegetation but where a path could be selected, and where they would encounter the monsters and other factions; a small hill at a height above the plateau, with the crashed ship embedded in the ground somewhere near the top, the hill having sparse vegetation.
I had no plans for the ship itself, except there would be an entrance near the cockpit at the front of the ship, the crew would have to then traverse to mid-ships and head down a couple of levels to get to the cryopods.
I didn't have much detail beyond what was above, and anything else was either made up on the fly, or was one of the story points of the overall plot outlined below. In this way I was able to let the players decide what to do, providing prompts and describing outcomes depending on how well or poor their skill checks went.
I wanted to the players to feel some jeopardy and informed them that several other ships have arrived in orbit around the planet. It would only be a matter of time before they came across another faction. To open the scene on the planet I let the designated 'pilot' make a Pilot Starship check to navigate to the correct side of the planet and land the ship as near the crash site as possible, interpreting the results from below:
- Excellent roll – The crew lands first, about 20 min walk to crash site, little to no vegetation to hamper them. They will see a spaceship from a random faction land just as they make it to the crashed ship.
- Good (Pass) roll – The crew lands first, MBMC will land second and further back (once the crew have cleared their landing site and are en route to the crashed ship), about 45 min walk to crash site, some vegetation to hamper them. Just before they make the crashed ship a third random faction will be seen to land.
- Poor (Fail) roll – MBMC land first, and the crew will land second and further back , about 45 min walk to crash site, will pass MBMC ship, some vegetation to hamper them, gunfight or negotiation might happen. A third random faction will land just as the crew pass the MBMC ship.
- Terrible roll – MBMC and another random faction will land before the crew, the crew will land over a 60 min walk to the crash site, will pass the other ships, heavy vegetation to hamper them, gunfight will definitely happen, the crew might be able to negotiate with one of the other factions but not both. Once the crew make it to outside the crashed spaceship they will note a fourth random faction land. There will definitely be a gunfight.
Depending on what the players decide to do, I would offer up the following:
- Subterfuge check to avoid the monsters on the way to the crash site. The denser the vegetation the higher the difficulty to avoid the monsters.
- Science check to find their way through the vegetation and not get lost (which will either make them cross paths with other factions, or add time to allow other factions to reach the crash site first). The denser the vegetation the higher the difficulty to not get lost.
- Science / Mechanical / Strength check to power up systems and get through doors to explore the crashed ship. Pass they have a straight forward path and find some key information about the ship, the crash, the monsters, etc.; Fail they have to double back to find a different way to mid-ships or try a different entrance, whilst getting ambushed by monsters or other factions.
- There is a monster / droid / mutated-human in the cryopod deck (I never figured this out before hand but in the end I had some sort of monster in a mechanical suit) either breaking cryo-pods or pulling out the power-cells to kill those inside – The crew must eliminate this threat before being allowed to continue to defrost and free the humans in the cryopods.
- Science or Mechanical check to free the people in the cryopods. Pass they have a straight forward defrost cycle, Fail something goes wrong and they get ambushed by monsters or other factions.
- Subterfuge check to head back to their ship and avoid monsters and other factions. Pass they are back without a scratch, fail they encounter monsters or other factions.
- Pilot Starship check to navigate to the rendezvous point without being detected. If they are detected, they will have to fight or escape and rendezvous later.
I ran a little vignette afterwards as they hand over the humans from the cryopods along with what material and information they uncovered from the crashed ship.
Conclusion
In the end the players had some exceptional rolls landing first and avoiding other factions until the return journey. They only encountered one monster on the way to the crash site which scarred them enough they were overly cautious from that point onward. They found a science lab with genetic modification and terraforming equipment and surmised that the monsters likely came from an escaped experiment after the crash. They collected as much data and samples as they could to being back to the ESS. The players managed to lure and trap the monster in the cryopod deck into an elevator shaft allowing them an easier time in at the cryopods. The humans they found on board were two prominent ESS personnel and a scientist (who was doing all the crazy genetic modification and terraforming).
All in all the players had a good time, and I enjoyed running Deep Space and look forward to running more in the future.
J