Giving your players something special to play with is fun. And if it ties into the story and horror, even better.
This is why I created the impossible ship. A ship that can't exist, doesn’t exist, yet our “heroes” fly around in it.
From the outside it doesn't look very special, maybe a bit blocky and industrial. But once you step inside… it still looks normal, till you start trying to navigate it.
There is no map that can map it, so you're lucky it comes with signs. The ship has many more rooms than it could realistically fit, and some rooms just seem to be doors onto other planets. The ship does this by changing the corridors and doors, so, when it matters, you take 1d5 turns to move into basic rooms. 1d10 turns to move into unusual rooms. And 2d10 turns to move into esoteric rooms.
Basic Rooms
Basic rooms are what you would normally find on a ship.
- An Airlock
- Crew Quarters
- Engines
- Med-bay
- Bridge
- Gunners Cabinets
- Science lab
- Cryo-chamber
- Galley
- Life support
- Cargo bay
Unusual Rooms
Unusual rooms make sense, but aren't normally on a ship.
- A closet full of keys, old, physical ones.
- A walk-in freezer.
- A very large Nav-computer.
- Weapon controls for a weapon that isn't on the ship.
- A chapel.
- A robot factory, shut down.
- A repair bay.
- A lavish stateroom.
- A massive closet filled with spacesuits.
- An airlock without spacesuits.
- An old-style, rock bricked, prison cell.
Esoteric Rooms
rooms which don't make sense
- A room that looks like the inside of a creature's mouth.
- A room that opens into kilometers of hostile alien terrain.
- Space… this door just leads into space… why isn't the air rushing out?
- A window that looks out onto the nearest planet, always.
- A nest for something.
- A room that looks like the inside of a creature's heart.
- The realm of psychic energy.
- A freezer filled with fresh human corpses, strung up like pigs at a meat processing plant.
- A sleeving facility (See APoF)
- A science lab filled with exactly what you need… but not what you want.
- A locked door labeled "Death" with a red sharpie. The sign leading to it says "Saferoom".
- A room with a man in a business suit. He watches you but does not move or speak, there is something… wrong… about him.
- A memory from your childhood, but now there is something off about it.
- The bridge, but everything is shut down and the screens are broken.
- A room containing a power plant bigger than the ship itself.
- A church to an elder being. The statues move when you aren't looking.
- A room with the walls covered in paintings of eyes.
- An empty room. The sign calls it "Survival calculation".
- A room that does not exist.
- A staircase, wooden, creaky, and old.
- A room with one wall covered in a screen. The screen shows the words "Red 13" in a blocky font.
- A dark crossroads with a single light shining from the ceiling in the center… it seems to not light far enough into the other corridors. In the left or right corridor is a figure… "Can I have a cigarette?"
- A video screen showing gruesome deaths.
- A large open field with what seems to be the sky above it.
- An old wooden house. The exterior doors are locked, and the windows are too boarded over to see out of… not that you want to, there are horrible noises coming from out there.
- A small, dark room with a single candle, always burning, in it.
- A cave full of crystal structures.
- Another room (Choose at random) but it rotates, quickly. The door seeming to stay on one wall, as if the corridor you are in is rotating surrounding this room.
- A metal room where the walls are bleeding.
- This room has a window that stares out into the unending void.
Of course, you can’t sell it, as it doesn’t exist, and if you save up enough to go somewhere else the ship will be waiting there, on a landing platform. You’ll have to get back on eventually...
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