I’ve made a small game about people being stuck in space in orbit around their home planet, with a dwindling oxygen supply.
The basic mechanic of the game is quite simple: You start the game by putting a number of oxygen tokens into a bag. After every scene all players whose characters are alive take one token each. Rescue might arrive after the eighth scene, but there is not enough oxygen to let everyone live until then. If no one is killed they might live for 4-6 scenes.
The game is about exploring the social and moral dilemmas that arise from a premise where wanting to help everyone in fact will have the opposite effect. For example: Is it most fair to simply let the whole crew suffocate—saving no one—or is there anyone who deserves to get back home, more than someone else? Is it even worth fighting when you don’t know if rescue is on the way at all?
This is my contribution to a zine-challenge at a Swedish forum that I also made Fall for last autumn. This time the theme is space which is really outside of my comfort zone - I seldom play any space or scifi games. But I came up with this concept that I really found interesting.
It is inspired by improv status-exercises, the movie “Gravity” and parlor games such as “Werewolves of Miller’s Hollow”.
If anyone here would find it interesting and has a look at it I would gladly hear what you have to say about it.
Here is a link.