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Star Crossed Space Station Fobolex Scenario 20190214
Star Crossed Space Station Fobolex Scenario 20190214
HELLO, FACILITATOR
Space Station Fobolex is a massive gaming event for 4 to 20 players, and
1 to 4 facilitators (depending on your number of players). More people
is better, and an even number of players is essential. You could probably
run it for more than 20 if you had enough facilitators for everyone, but we
haven’t tried that so be careful.
Give yourself about 4 hours to play, including time to check in with
everyone afterwards.
Read these instructions. Some of the instructions are in italics, which
means you’ll read them to everyone out loud.
All the facilitators should have a good grasp of how to play Star Crossed.
MATERIALS
Per session: One long table for displaying play materials, one
set of printed badges on label paper, one or more copies of these
instructions, one or more copies of Star Crossed for reference.
Per pair: A small table, a set of scene cards, a Tumbling Block Tower,
Lead and Follow character sheets.
Per person: A chair, a pencil or pen.
DESIGNED BY
Jason Morningstar & Alex Roberts
EDITED BY
Steve Segedy
LAYOUT, ICONS, AND GRAPHIC DESIGN BY
Brennen “Terror of the Gantrofax” Reece
© 2018 Jason Morningstar & Alex Roberts
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SET UP
Set up the small tables spread out across the room, each with two chairs
facing each other. On each table, set a tumbling wood block tower, two
pens or pencils, a set of scene cards, and two character sheets: one Lead
and one Follow.
On the large table, spread out the character name tags. Players will be
coming to the table in pairs to select characters so spread them out, and
don’t have anything else cluttering the table.
Go over these instructions with your fellow facilitators, and make sure
everyone knows what’s going to happen. Answer any questions about the
event or the game itself. Then give a big cheer - you’re going to do this
together!
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WELCOME
When all your players and facilitators have arrived, put your hand in the
air and say:
This gesture means: “Please be quiet; I have something important to
say!” When you see it, be quiet, raise your hand as well, and wait for an
announcement. Now, let’s learn to play Space Station Fobolex!
Introduce yourself and your fellow facilitators. Point out where the nearest
bathrooms are. Thank everyone for coming, and let them know that:
Space Station Fobolex is a totally opt-in activity. That means you’re here to
have a good experience, and if you feel the need to leave at any time for
any reason, please do! We’d appreciate it if you let us know, but ultimately:
take care of yourself! People are more important than the game.
When everyone’s on board with that, introduce Star Crossed:
Star Crossed is a two-player game that uses a shaky tower of wooden
bricks to create stories of forbidden love. Doomed romance, impossible
relationships - people who really really want to but really really can’t. We’ll
be joining you all into pairs who will play together for about two hours or
so - as long as it takes for the tower to fall. We’ll explain how the game
works as we go, but for now, here are the important things:
the way to win this game is to tell a great story
what makes a great story is up to you and your fellow player
the characters will always have powerful feelings for each other, but
they won’t act on them until the tower falls
together, you’ll tell the story leading up to that moment
What makes Space Station Fobolex special is that you will all be playing
individual stories, but in a shared fictional space. What happens at your
table could impact the environment in ways that change other players’
stories.
Space Station Fobolex is an interstellar waypoint, a crossroads of weird
aliens with even weirder cultures. Aboard the station, a dedicated crew
works hard to keep the lights on and the inevitable conflicts to a minimum.
As a major trade hub, the station sees its share of shady figures, from
corporate raiders to dubious freighter captains to actual space pirates.
And as a place that’s as far from home as you can get, no matter where
you call home, it is a haven for iconoclasts, rebels, and the heartbroken.
But into this maelstrom,a new force will arise – a force perhaps unfamiliar
to the hardscrabble crew and visitors to Space Station Fobolex.
A force called… love.
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PAIRING OFF
In this section you’ll put individual players into pairs with similar interests.
Get everyone’s attention by putting your hand in the air, and then find any
players who came pre-paired. If players already know who they’d like to
play with, it’s important they stand aside for the next exercise.
Star Crossed can be cute, silly, sexy, serious, prosaic, heartwarming or
heartbreaking. We’re going to try to match you up such that players who
want more serious, mature content in their games aren’t matched up with
people who want lighter, more comedic stories. Does that make sense?
It does.
First: invite them to line up from one end of the room to the other single
file shoulder to shoulder, with one end of the line representing “silly” and
the other end representing “serious.” Players in the middle shouldn’t feel
strongly either way; players on the “silly” end should feel strongly that they
want a silly game, and players on the “serious” side should feel strongly
that they want a serious game. Remember to keep them single file.
When they’re settled in that, have them step forward or backward, staying
single-file along the first line, with forward representing a desire for an
“intimate” game and stepping backward representing a desire for a more
“wholesome” game. An “intimate” game means that mature and even
explicit descriptions of sexuality and intimacy may come up in play, as
the players negotiate. A “wholesome” game means that descriptions of
closeness will not be explicit, there will be little or no talk about sexuality,
and though romance will continue to be a theme, it will be so in a subtle,
non-explicit way. Remember these are only guidelines about general areas
of interest: actual play will always be up to the players and how they feel
in the moment.
Continued on next page
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When this exercise is done, your room will look a bit like this:
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BEGINNING PLAY
When everyone is at their tables, jump right in: ask them two important
questions about their characters, and impress upon them that this question
will guide and ground their entire story:
What has brought your characters together, and what is keeping them
apart?
Now decide with your other facilitators who will be responsible for helping
which pairs of players. It’s better to have no more than two, but you can
do three.
Now and for the rest of the game, walk around the pairs you’re responsible
for and watch for completion or confusion. When they’ve answered their
first questions, have them choose who will play Lead and Follow. When
they’ve chosen character sheets, guide them through the rest of the
questions, one by one. Encourage them to take their time and find an
answer that feels just right. Remember the players swap sheets for the
question “What are two things about me that I don’t realize are attractive?”
Explain the moves when all the questions have been answered, or if they
ask about it, while selecting Lead and Follow roles. Then explain to them
the scene and turn structure, when to pull a brick, what moves do, and
when the game is over. Remind them to mark on their sheet when they’ve
pulled a brick.
Stay watchful for any confusion your players might be showing! Answer
rules questions, or encourage them to come up with creative solutions if
they feel stuck in how their story is going to proceed.
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WHEN SOMETHING
HAPPENS
Temporal anomalies, gravometric waves, or a sudden scandal the whole
station knows about - anything important going on in one story can shake
things up for everyone. Let everyone know:
Whenever something big is happening in your story--absolutely anything
that might impact the other players’ stories or change what’s happening
on the station--let the nearest facilitator know and we’ll tell everyone!
Other players can then incorporate that information however it might
best add to their story.
Whenever players tell you about an important event, raise your hand to
get some quiet, and then announce it to the rest of the room. Feel free to
do this in a newscaster or ship’s computer voice, for fun.
It’s up to the players to decide when something is significant enough to
impact the rest of the station. Encourage them to ask you about it. Anything
from temperature changes to power outages to a coordinated android
uprising can add unexpected twists and fun to other players’ games.
Leave some time in between announcements to give players a chance to
adjust and incorporate their new conditions. Remind players that what
is happening should impact their story as much and for as long as they’d
both like.
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Use Avery 5263 Shipping Labels for badges.