Tuesday, August 29, 2023

The Indie/Zine RPG Review Part XVI: Death in Space


Death in Space (Free League Publishing)

$36.62 (currently) at Free League (print+PDF)

Information Link

Character Generator

What it is: Death in Space is part of the Stockholm Kartel array of games which all owe their origins to Dark Fort, the predecessor to Mork Borg. As such, Death in Space has mechanical parity with Mork Borg, Pirate Borg, Vast Grimm and anything else based on the same core mechanical conceits. Unlike these other games it is not entirely fair to consider it a Mork Borg-based system as Death in Space most decidedly breaks that mold and sets out to do things differently.

If I had to characterize Death in Space in one sentence, it would be something like this: it's an attempt to make a rules lite pick-up-and-go game system which manages to walk a line between pragmatic space opera survival and existential horror, all while providing enough base material to run a lengthy campaign. Death in Space can, like its relatives, work as a one-shot or beer-and-pretzels game, but it actually is meant for something longer, and emphasizes rules that encourage long-form campaign play. So while yeah, you can easily lose a character in Death in Space, the game does not necessarily assume that is how it's all going to go down.

The System: The best way to see what sort of characters are generated in Death in Space is to go click a bit on the character generator, available online (see link above). Your base PC has four stats: body, dexterity, savvy and tech. You have a range from -3 to +3, like in Mork Borg, this time generated by rolling 1D4 twice and subtracting the second roll from the first. You have secondary stats such as hit points and your defense rating. Unlike in Mork Borg, defense rating can go up or down here based on your armor choice, which is otherwise a static modifier and does not reduce incoming damage (so an armor class system, basically). You also pick an origin, which defines what sort of entity your character is in the game, and a variety of background/personality/quirk charts to roll on to flesh out your PC. 

Origins help greatly in establishing theme for the players. The Carbon are spaceborn and most comfortable in zero-gee environments. Chrome are essentially android vessels for ancient AI. Punks are humans as we understand them, tinged with rebellion and anarchy. Solpods are humanity slowed down by the liberal use of cryopods to prolong life and explore stellar phenomena that transcends any one life time. The last two are the most profound: Velocity Cursed, who have travelled at FTL between the stars one too many times and their bodies are beginning to "glitch" in and out of existence, then the Void, who are so profoundly changed by visions and exposure to the depths of space that they have lost their minds and possibly their humanity. It's like Dr. William Weir of Event Horizon is a good starting point for a character concept!

As important as your PC is, the even more important element in Death in Space is the hub, a ship or space station which serves as the base of operations for your group. The game provides some lengthy but still rules lite mechanics for building your choice of hub, which will in turn either be mobile (a ship) or stationary (resting possibly in the Iron Ring of the setting), which also in turn dictates some of the expected themes of your campaign. Like your PCs, the hub will have its own background and quirks. For example, a starship hub could be that it holds "A DNA-locked black box, which has never been opened," on a ship in which "an eerie transmission periodically blares out over communication lines and speakers with strange periodicity." So....possible material to explore and riff off of, right off the bat. 

Death in Space does not use Omens as Mork Borg does, but introduces Void Points instead. In the DiS universe the Void is a palpable threat, a possible manifestation of cosmic threat that is devouring the universe, but it also has mutational and bizarre effects. A PC gains void points when they fail tasks. These can be accrued (up to 4) and used to roll with advantage (what it sounds like) or power mutations. You get mutations through advancement (which in DiS is an XP-purchase based system), misfortune, or occasionally when the void begins corrupting things. If you fail on a check with advantage after spending a void point you have a chance of experiencing void corruption. This can entail some gruesome body horror effects or worse. 

Yet another key element of gameplay is the condition of the PCs' hub and the never-ending need to keep up on repairs and maintenance. This is a drive to encourage the group to explore and salvage the many, many wrecks in the default setting of the game. The rules here feel a tad "non rules-lite" to me but only in a minor way. 

In combat, unlike its sister games, DiS has the GM rolling for enemies in combat. Likewise, enemy stat blocks are a bit more complex (in the most modest way possible), to reflect the need for a tiny bit more granularity. There's a rather funny "true death" table in the combat section as well; players can narrate their deaths when they perish, or you can roll on the table to find out how the PC "really" died. I admit, most of the time it feels to me like the table is going to be unnecessary, but the results are so amusing that it is easy to imagine some players going for it just to see what "really happened!"

There is a section on starship conflicts as well, about four pages, based on range bands for abstract resolution. It's mainly aimed at providing for an efficient resolution mechanic that helps complicate the story, but if you happen to have Vast Grimm and want a decent starship conflict resolution system, I suggest cribbing it from Death in Space. 

The Setting: the next half of the book is setting content. The core setting is the Tenebris System, which is an ancient, overly worn and used star system with a wealth of useful worlds that have over the eons been drained of many resources. The core conceit of the setting is everything is old, worn, and nothing new is being manufactured anymore; this is a salvager society. A war left much of this and countless other systems devastated, divided and depleted of resources. Travel between systems is hard and costly, and ships line up to use the bridging buoy that marks the safest jump point out of (or in to) the system. While you can travel to other systems, the core book for DiS focuses exclusively on Tenebris System and its travails. 

While Death in Space does suggest a lot of horror and grim stuff will befall a group of PCs, the truth is its more of a setting for a dark scifi experience with a wider range of scenarios and events. The creeping threat of the unknown "void" is part of it, but many more weird and unpleasant things can befall a group, from something as simple as rival salvagers or pirates to something as horrifying as a dark cult summoning eldritch horrors.

Much of the base action happens around the planet Gliess Galo, where the Iron Ring can be found, a vast ring of debris in stable orbit. The debris is countless millions of prior starships and space stations from the endless settlers, belters, salavagers, miners and corporates who have come and gone from the system over endless generations. A hub station could be situated here easily. The book includes an introduction to one such larger station in The Ring along with an introductory scenario in which the PCs get engulfed in local politics-with-pistols.  

In addition to the core setting content are about fifteen pages of charts to roll on for creatures of the system, things corrupted by the void, encounters and threats in space and so forth. The back of the book includes a contractor/NPC generator as well as some modular ship design rules that allow the PCs to build up on and make their hub more effective over time; building up the hub and becoming more powerful agents in the system is a major end goal for the PCs.

The Supplements: so far one official supplement has been announced, but for most content you will want to look to itch.io for PDF support. Unlike, say, Mothership, Death in Space does not have as rabid a following (possibly because it does require a bit more time to sink in the details of its setting and play focus). The unique white-on-black technical drawings that make up a lot of DiS's character are extremely distinct and articulate, and unlike Mork Borg (which can use graphic design to put lipstick on a pig, if you will) it takes more talent to ape the art style and feel of DiS. Not as many 3PP are going to want to bother, I hypothesize.*

Who is this for? Death in Space requires a bit more time and effort out of a group than its sister systems. You can start a basic game quickly enough, but the majority of DiS is designed for campaign play, and you will get the most mileage out of it if you approach this with the intent of running at least 5-10 game sessions with it. I actually have a keen interest in doing so, and will report more on the experience when it finally happens.

Outside of that, I think any SF RPG fan would be incredibly happy to secure a copy of this book, with the caveat that despite some of its setting elements it is still firmly in the space opera subgenre and not really a hard SF treatment. It's a lush and incredibly well illustrated tome with excellent graphic design, though as usual be aware that the text is entirely "white text on black background" so you have been warned. 

In contrast, I suggest that Mork Borg fans may find Death in Space a bit much, as it is ultimately a more traditional style of RPG play, even if it still manages to be almost as rules lite. If you are mainly looking for a "pick up and play" game I suggest Vast Grimm instead....it's Mork Borg but with space trapping. Death in Space is more like.....Classic Traveller, but with a unique and spicy flavor (and easier rules). 


*After typing that I realized that the metric ass-ton of 3PP output for Mothership puts the WRONG stamp to my hypothesis.

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