Tuesday, October 10, 2023

5' into Space - A Solo RPG for Quick Adventures



Hey everyone. 

A while back, I talked about how to play an adventure in 5 minutes. I've taken the concept a bit further, and today I'm introducing you to "5' into space". As always, this is homemade stuff, far from the big productions that grace us with tons of complex rules and often more decorative than genuinely useful materials.

The promise of "5' into Space": Open the book, and less than 5 minutes later you embark on a wild adventure... which you'll finish just a few minutes later.


1. Instant Adventures: No Preparation? No Problem!

If you're like me, sometimes the idea of spending hours preparing a session can be a bit daunting. This is where "5' into space" stands out as a trusty co-pilot. In this book, I wanted to convey that a good scenario is primarily a story that comes alive unhindered, without the heaviness of prior staging.

Open the quest table, roll 1d66, and you have the first fragment of the story. Add a personal motivation (d66), and you have a goal.

Let's take an example for clarity. In the midst of a ruthless war between the planets of Altair Prime and Vega Secunda, you find yourself unwittingly enlisted in a squad of mercenaries. Your mission: to steal a prototype of a stellar cannon that could change the course of the war, while uncovering the dark secrets fueling this interplanetary conflict.

But why on earth are you here? Let's look at the motivation table (d66).

22. To complete a mentor's mission

Mix it all together, and you get your real scenario: Your old friend, Sporik Smokedleaf, the challenger, lost his life trying to ban the manufacture of this destructive cannon. In his memory, you'd blow this cannon up.

This is the kind of spontaneity I love with "5' into space". You don't need to plan everything in advance; you just let yourself be carried by the magic of chance, and epic tales worthy of the greatest space operas come to life before our eyes, ready to be played.






2. Narrative-focused Minimalist Rules

The game is all about fluidity. Instead of pausing every five minutes to consult a manual, you're encouraged to immerse yourself in the story, letting your imagination run wild. The space epic you're crafting is at the heart of everything, not the game mechanics.

Of course, that doesn't mean there's no structure. On the contrary, "5' into space" provides a solid yet flexible framework, guiding you without ever holding you back. The rules are designed to be intuitive, easy to grasp, even for a beginner.

No more excuses for not finishing your games. The proposed structure leaves no room for serial threads. I wanted to boil down to the essence of what could make an adventure.



3. Dive Into Rich Worlds Without the Overload of Details

Finally, let's talk about the places. The largest part of the book describes space opera locations, detailed enough for you to imagine. This isn't about Planet X as seen in all the web generators. Here's an example:

The Interstellar Library of Xyranthia

A pyramid spins in the void, bathed in the light of nebulae. Relics from distant ages are hidden there, watched over by astral shadows. Its majestic walls house the treasures of knowledge from all universal civilizations. The paper relics are jealously guarded by ethereal and vigilant astral guardians. Visitors embark on steam trains to explore the vast expanses of this cosmic memory, as the whistle of the locomotives harmoniously resonates with the gentle murmur of universe secrets waiting to be discovered.

NPCs

Archivist Silvira - An elegant woman with silver hair, always dressed in black silk gowns. She is one of the oldest astral guardians and knows the secret locations of the library's most valuable volumes.

Traveller Stellan - A fearless adventurer dressed in leather armor and a wide-brimmed hat. He travels through the library's vast shelves, seeking clues to solve the mystery of the enigmatic "Book of Lost Stars."

Etherium Luminescent Globes - Translucent spheres filled with a mystical energy called Etherium, floating above the steam train tracks. These globes project enchanting holograms containing forgotten tales of lost civilizations. Some say those who manage to understand the language of Etherium can discover interdimensional portals hidden in the library's depths.



Conclusion

So, "5' into space" is kind of our bookend on the solo RPG shelf. It's this little stop where we know we'll find what we need to take off for new stories, without too much luggage, but always with the certainty of a grand epic. And let's not forget the shooting stars that are the tables (karma, items, antagonists...) that, while not doing all the work, give us that little boost when we need it.

So, have you already danced with the stars in "5' into space"? Share your epics in the comments or ask your questions if you have any.

 

Click here: Grab your copy on drivethrurpg!



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