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ViewScream

PLAYTESTERS

FIRST EDITION (2013)


Brendan Howard, Brian Jennings, Clarissa Stetson,
CREATOR Claudia Cangini, Craig Stokes, Elina Gouliou, Gary
Bowerbank, Jason Brazeal, Jason Morningstar,
Rafael Chandler
Joseph Le May, Jrgen Mayer, Keith Stetson, Kerra
Bolton, Kyle Stewart, Mikael Andersson, Oliver
EDITOR Summers, Paolo Bosi, Rune Reins, Scott Dorward,
and Scott Schneider
Brie Sheldon
SECOND EDITION (2016)
COVER ARTIST Aaron Feild, Aaron "WolfSamurai" Roudabush,
Adam Drew, Alex Prinz, Alexander Ivanov, Andrey
Pr Olofsson
Makarov, Anthony Fournier, Arnold Cassell,
Bianca "Bunkitia" Lavric, Boris Fedyukin,
INTERIOR ARTIST Christopher Paul, Claytonian, Dave Ring, David
Caitens, Dennis Higgins, Gary Bowerbank, Heather
Juan Ochoa
Silsbee, James Young, Joseph Le May, Joseph Slade,
Keith Stetson, Kelley Vanda, Kevin McIntyre,
DEDICATED TO Gennifer Bone, Lloyd Gyan, Mark DiPasquale,
Marshall Miller, Matthew Adams, Misha Polonski,
All the backers on Kickstarter
Patrick Brannick, Pavel Berlin, Richard Rogers, RJ
who made this project possible! Ruthven, Rob Bush, Ryan Silva, Shoe Skogen,
Simon Whiting, Tore Nielsen, Tre' Grisby,
and Zazi Bunki
INTRODUCTION The basic version of ViewScream is designed for four
players, but there are also a few adventures for five-player
Your starship is damaged. Most of the crew members are games, and even a three-player scenario (just in case you
dead. Space, which once seemed a wondrous frontier, has have someone drop out at the last minute, and you don't
now revealed its true nature to you: a ravenous void. have enough for a standard four-player game).

Four of you remain. You are separated from one another by In ViewScream, players assume the roles of starship crew
quantum anomalies and hostile xenomorphs. In a matter of members in a perilous situation (or futuristic data-hackers
minutes, this starship will tear itself apart, and you will be caught in a digital web, or soldiers defending a space station
sucked into the darkness. under attack, or other high-tech scenarios in which isolation
and paranoia are key themes).
If you can make it to the escape pod, you might survive.
These characters must work together to rescue one another
But you'll probably have to do something terrible first. from various threats.

Will the other crew members help you? Will they turn on One player is the Bridge, which is analogous to the game
you? Will you work with your commanding officer, or master (GM) role in many RPGs. This player is the facilitator
conspire and connive in secret? How far will you go? of the game experience. Typically, the Bridge is the most
experienced player and has played ViewScream before (or at
ViewScream is a live-action game designed for play over least has experience with other larps).
video-chat software. Most ViewScream games to date have
been played with Google Hangouts, but Skype also works. Bridge isn't just the GM; Bridge is a character in the game,
Because Hangouts is free, and offers numerous useful and might die at the end. For that matter, all of the
options (such as custom overlays), it will be treated as the characters might die. ViewScream is a rigged game: in every
default software in this rulebook. session, at least one of the characters isn't going to make it
off the ship alive.

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Because ViewScream is played online, the players might be This book is divided into seven sections:
in different countries, or in different rooms in a house.
Regardless of location, during the actual game, the players 1. Overview: An explanation of terms and concepts
must never be in the same room -- you can't have two
players sharing a single camera. 2. Characters: The character sheet, interaction, and conflict

By the same token, the characters themselves will never 3. Emergencies: The obstacles that must be overcome in order
reach each other physically (they're separated from each to win
other, and will even make their way to separate escape
pods). Characters might allude to meeting up at some point 4. Solutions: The technological devices and skills you can use
("I'll see you on the planet's surface when this is all over"), to help others
but this never happens during gameplay.
5. Secrets: Things you keep hidden from others (but will
From start to finish, characters are separated by obstacles: eventually confess)
quantum anomalies, flesh-eating zombies, damage to the
ship, or tentacled horrors from beyond time and space. The 6. Ending: How to conclude a session
only communication is through camera and video screen.
7. Advice: Tips and hints for getting the most out of your
Because ViewScream is a live-action game, players remain game
in-character from start to finish. Out-of-character
comments and questions are typed in the chat window,
which must always remain open.

A typical game session lasts 60 to 90 minutes.

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1. OVERVIEW Note: Some groups play their ViewScream sessions via
Google Hangouts on Air, which means that the footage will
Before play begins, make certain that you're comfortable wind up on YouTube. If this is something that your group
with the rules. This is not the kind of game you can figure wishes to do, then Bridge should launch the "on air"
out during play -- if you try to jump in without segment just before reading the Distress Signal (the process
understanding how emergencies and solutions work, you're is explained in more detail on the Google Hangouts web site).
going to sabotage the experience for other players.
If feeling ambitious, Bridge may choose to ad-lib the Distress
Print and read your character sheet, then fill in any parts Signal, based on the details in the provided script. This is
that require input or answers from you. Don't read other encouraged!
players' character sheets; you'll spoil the surprise! Even if
you've read this book cover to cover, skim the quick-play 1.2. Play
rules to refresh your memory.
During play, each character deals with two Emergencies,
Typically, games are arranged via social media or email; this which are listed on the character sheet. Perhaps your
process is left to the individual player. character was exposed to radiation, or is being menaced by a
hostile xenomorph which is aboard the ship. Whatever the
1.1. Game Launch case, you need to get the other players to solve these
Emergencies for you. You can't solve your own Emergencies.
To start the game, launch the video-chat software at the
appointed time. Most games are played on Google Hangouts, You also have Solutions, which are technology-based means
though Skype and other programs have also been used. of solving other players' Emergencies. You can't use your
When all players are in the room, Bridge (the game's GM) Solutions on your own Emergencies. You must ask others for
should make sure that everyone can hear and see each other. help: cajole, beg, threaten, bring up memories of old times
together, do whatever you feel you must. In essence, you are
At that point, all players mute their microphones except for competing with other crew members, who also have
Bridge, who reads the Distress Signal. This is a short message Emergencies. There are only so many Solutions to go around,
on Bridge's character sheet, which provides context for the and when it's all over, someone's going to have some
rest of the players. unsolved Emergencies left at the end. You don't want to be
this person.

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Here's the catch: some solutions don't work. On your But here's the thing: If you offer this crew member the
character sheet, you'll see that some Solutions are marked omega-radiation Solution and they accept your offer of help,
"success," and others are marked "failure." then perhaps you immediately talk to Engineering about
your Emergency, and you ask for help. Engineering says, "I
You, the player, are aware that some of your solutions are can try stabilizing the power nacelles; after that, maybe I can
doomed to fail, but your character doesn't know this. The reroute energy to the shields in your sector." You say,
distinction is an important one! "Sounds good, Engineering. Thank you!"

When your character offers to help another character ("You Then, you reveal to the other player that your solution
say you're caught in a tachyon fluctuation? I've got access to didn't work. "I tried to use the core brainframe controls to
the core brainframe controls -- maybe I can use them to irradiate your section of the ship with omega waves, but it
remotely bombard your section of the ship with omega didn't work. Looks like your tachyon fluctuation wasn't
radiation to push the tachyon field out of the ship. Want me affected at all. I'm sorry I failed you!"
to try it?"), you as the player can clearly see that it's marked
"failure," so you're basically offering someone a useless Then Engineering reveals that the power nacelles have
solution. Your character doesn't know that, and has no idea stabilized -- and your Emergency has been successfully
that it's not going to work. resolved. You're safe! You may have doomed someone else's
character, but your gambit paid off, and you're one step
As you're offering this worthless solution, the other player is closer to surviving the game.
going to have to decide whether to accept your offer of aid
or not. If that player says, "It sounds risky --sorry, I'm going Unfortunately, maybe your other Emergency requires you to
to pass, and I'll talk to Engineering instead," then maybe ask for help from the player you just screwed over. How will
Engineering can offer a solution that will actually succeed ("I that work out for you?
could stabilize the power nacelles, and try to reroute energy
to the shields in your area"). Thus, the person you offered to If, at the end of the game, all of your emergencies have been
help actually gets their Solution dealt with (just not by you). resolved, then your character makes it to an escape pod and
survives.

If not, then your character dies. We'll talk about player


character death in just a bit.

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1.3. Bridge Alternately, Engineering might say, "I need help with an
Emergency," at which point Bridge could reply, "Let me get
The role of Bridge (or, alternately, "the Bridge") is Sensors in here to help you. Sensors, this is Bridge.
recommended for experienced gamers, particularly if Engineering needs your assistance. Bridge out."
they've played ViewScream before. As Bridge, you're in a
tense and volatile situation. Perhaps your character is a At this point, Bridge mutes the microphone and lets Sensors
junior officer who's suddenly the highest-ranking person on and Engineering play through their scene. Perhaps the two
the ship (because everyone else has been eaten), or perhaps of them agree to help each other. Perhaps one of them
you're a cyber-heist operator who bit off more than you accuses the other of murder. Perhaps they talk about
could chew. Whatever the case, this is beyond your whether the Bridge is qualified to lead them through this
experience, and the situation is deteriorating. crisis. Whatever the case, the other players can hear and see
them -- but the characters can't!
However, even if Bridge is panicking, furious, or terrified,
you (the player) must maintain control. The player controlling Bridge might know that they're
talking about Bridge's failures as a leader -- but the character
1.3.1. Responsibilities of Bridge has no clue.

The Bridge loops other players into conversations. Managing scenes is a huge part of Bridge's job; this allows
each player to have a few spotlight scenes, in which the
For example, early in the game, the Bridge might say, character is briefly the star of the show, and it permits
"Bridge to Engineering, do you copy?" This tells the player conflict and collaboration between the various characters.
controlling Engineering that it's time to unmute the
microphone and say something. Other responsibilities of the Bridge are similar to those of
GMs in other role-playing games:
Later, Bridge might say, "Engineering, let me get back to
you." At this point, Engineering should reply with something 1. Focusing on character development and story during the
like, "Copy that. Engineering out," and mute the microphone first minutes of the game
once more, because the Bridge is about to start up a 2. Tracking status by asking the other players for updates
conversation with another crew member. about Emergencies and Solutions
3. Creating conflict by noting friction between characters
and putting them in scenes together

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1.3.2. Pacing > What happened? Did you see anything?
> Are they all dead? How did they day?
It's critical that the Bridge manage the game's pace by > Did you talk to so-and-so? What were their last words?
slowing down the rate of Solutions. If the Bridge focuses on > I heard a strange noise. Did you hear it?
these from the minute that the game begins, the game can be > Any idea what's wrong with Sensors? Their behavior is
over in fifteen minutes, and it won't make a lick of sense. It's very strange.
like rapidly skipping pages in a novel or fast-forwarding > Do you trust me?
through a movie. > This is just like that time on Beta-7. You remember that
mission?
In fact, it's like playing a traditional dungeon-crawling RPG > Why are you acting so oddly?
by starting off with a battle against a giant monster in a > I know we're in danger, but I need you. Can I count on you?
dungeon, handing out treasure after the twenty-minute > and so forth.
fight, and calling it an evening. What about the buildup?
What about the tension? What about strategy, tactics, and Questions like these help to deepen the web of relationships
teamwork? and conflicts between the characters, and can be used to
slow the pace of the game if things seem to be speeding up
Instead, the Bridge should give the game scenario time to too quickly.
breathe, by focusing on questions and scenes that establish
dread, paranoia, distrust, cooperation, relationships, and Tip: Find your spotlight hog and give that person a soapbox.
past histories. Most games of ViewScream have at least one scenery-
chewing attention-hound. Let them off the leash: provoke
Rather than immediately demanding to know what the the character, give that person a chance to melt down, gloat,
Emergencies and Solutions are from the beginning, resulting beg for mercy, or accuse other characters of treachery. This
in a truncated game, the Bridge should ask about the adds a lot to your game, and it's part of your fun as the
information on the character sheet (covered in section 2): Bridge!
> Where are you? Are you alone?
> I thought I saw someone in the room with you. No, behind
you.
> You look stressed out. What's your emotional state? Are
you okay?

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2. CHARACTERS The character sheet contains the following sections:
> Description: Your character's role, personality, and status (
You'll remain in character throughout the entire game. (see section 2.1.1)
There's no referring to your character in the third-person > Location: The place where your character spends most of
while playing ViewScream. the game (see section 2.1.2.)
> Emergencies: Two major threats that could kill your
Instead of saying, "Okay, my medical officer asks the character (see section 3)
engineering officer a question about the alien starship," you > Solutions: Technology-based devices or skills that can help
would say, "Engineering, this is Medical. I've got a question other characters (see section 4)
about the alien starship." > Suspicion: Something that you're investigating or anxious
about (see section 5)
Questions about the way the game is played ("Guys, quick > Secret: A dark truth that you try to hide, but that always
question. What does it mean if your character sheet says gets revealed (see section 5)
this?") are not spoken aloud -- they're typed into the game's
chat window. 2.1.1. Description

2.1. Character Sheet Your character is established by the first few lines on your
character sheet.
The character sheet is designed to fit on a single printed
page (don't forget to set it to landscape). It's a simple For example, let's say you're playing Surgical, the ship's
document, designed to keep ink use to a minimum, with surgical attendant. The first three lines on this character's
nice, large capital letters to make it easy to read by the glow sheet read as follows:
of your monitor or smartphone (because ViewScream is
even more fun when you're in a darkened room). > You're out of pills, and you're very nervous
> Burned-out and paranoid surgical attendant
> Trapped in the Morgue
> Cryo treats you like a child, but you still crave
respect
> You fought in the war with Bridge, but Bridge
has changed since then

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This gives us your character's personality, role, and location. You must strike the same balance encountered in any other
role-playing game: getting into character and playing a role,
The first line tells you about your current situation and state but also remaining mindful of the game's mechanics.
of mind: clearly, Surgical relies on some kind of medication,
and has run out. The details are vague; is Surgical nevous It helps to keep the chat window open, and to know the rules
because this some life-saving medicine? Or is Surgical before play begins.
addicted to recreational drugs, and going through
withdrawal? As the player, it's your choice. Role

Personality The second line of your character description also tells you
your role (in this case, Surgical).
The second line tells you about your personality: "burned-
out and paranoid." Not a confident hero, not a calm and Your role might be Engineering, Helm, Sensors, X-O, or
reasonable thinker. Bridge. Or, aboard a medical vessel, you might be Cryo,
Surgical, Medical, or Triage. All of these are shorthand for
Most characters in ViewScream are deeply flawed in some longer job titles. For instance, Engineering is the ship's Chief
way. Regardless of whether your character is a junkie, Engineering Officer, and X-O is short for Executive Officer.
sociopath, or coward, you still have to play the game. There's
a balance that must be struck between your character's state In the cyberpunk setting of Neongeles, your character has a
of mind and making sure that you aren't screwing up the handle like Crypt, Grey Hat, Runner, or Sys-Op.
experience for someone else.
In every case, the goal is to give your character a name that's
Even if your character is hallucinating, going mad, or feeling fairly standard (so that every time you play a starship
weak from blood loss, you must continue to communicate scenario in ViewScream, you can assume that you'll
your status to the other players: how many emergencies you encounter Engineering, Helm, Sensors, and so forth). This
have left, and which solutions you can offer to other players. makes it a little easier to remember than giving each
individual crew member a unique rank and surname
You must strike the same balance encountered in any other (Lieutenant Ramirez, Sergeant Kowalski, et cetera).
role-playing game: getting into character and playing a role,
but also remaining mindful of the game's mechanics.

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Relationships 2.1.2. Location

The fourth and subsequent lines tell you about your The third line gives you a location: the morgue.
relationships with other characters: you want Cryo to be
more respectful, and you feel that Bridge is no longer the The location is the part of the ship where your character's
same person that you fought beside. stranded. Other characters will never visit this area, and
chances are, your actual physical location probably doesn't
These relationship descriptions give you something to work resemble the place where your character is (for instance, if
with, particularly during those crucial first few moments of you're playing in an office, it's unlikely that it resembles the
the game. It's not enough to acknowledge the information to command station of a futuristic starship). That's okay!
yourself (for instance, you know that Bridge is an old friend;
you fought together in the war). Instead, you need to You can bring your location to life by killing the lights,
communicate it to the other players -- through your tone, adding a few props (glowing toys or gadgets in the
your facial expressions, and your choice of words when background, loops and coils of wires, et cetera), and -- best of
youre talking to Bridge. all -- description.

These relationship descriptions should guide your Describe your location when players ask you how your
interactions with other players. character is doing. Use sharp sensory details to describe the
area that you're in: textures, powerful smells, and strange
Let's say that another character is behaving strangely. If that visuals. When asked about Emergencies, use the opportunity
character is described as a friend or sibling, you might react to describe the world that your other players can see:
one way: with concern. "Is everything okay? You can talk to shimmering quantum anomalies, murderous aliens,
me." On the other hand, if that character is described on experimental medical drones harvesting organs from bodies
your character sheet as someone that you despise, then you of dead crew members
might not want to help -- you might become suspicious, and
instead of responding directly, you might initiate If your character is in a cargo hold dripping with slime, say
conversation with another character ("I think Helm is going so. Naturally, if you are in a place that looks a bit like a slime-
insane. Don't believe anything Helm says."). drenched cargo hold (either through bizarre coincidence or
because you've decorated your apartment accordingly),
that's magnificent!

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On the other hand, if you're obviously sitting at the kitchen 3. EMERGENCIES
table and theres someone behind you, petting a cat, then
consider dimming the lights or taping something Emergencies are life-threatening problems that afflict your
translucent over your camera -- or use one of the overlays character. For example, perhaps you're infected with a
(more on that in chapter 7). xenovirus, or maybe you're under attack from the ship's
defense drones (which, for some reason, have identified you
When describing your location, be sure that you downplay as a threat).
any threatening imagery that might be construed as an
Emergency. If the game ends, and you still have one or more unresolved
emergencies, this means that your character is not going to
For instance, when you're describing the cargo bay, if you survive -- and your final words during the game's last
say that there are cracks in the hull, then other players moments will reflect this fact. Maybe you'll curse fate, blame
might assume that you're describing an Emergency (and the other characters, or perhaps you'll take it like a stoic.
Emergencies are solved by other players in order to finish
the game session). However, in this hypothetical scenario, On the other hand, if all of your Emergencies are dealt with,
you're not actually talking about an Emergency -- you're just then this means you're going to survive: you've got a clear
describing the setting in a vivid way. path to the escape pod, so you can get away from the
starship (or you're going to be able to jack out of the
To minimize confusion in a case like this, you can either webwork and sprint from the cyber-cafe into the rain-
avoid descriptions that sound like problems (instead of drenched streets of Neongeles with a soft drive full of digi-
saying that there are cracks in the hull, just say that there's yen). During the last seconds of the game, your final words
some damage), or make sure that you modify them ("The might be an expression of gratitude to the Bridge or to the
cargo hold took a few hits; we've got cracks in the hull. But other characters who helped you, a prayer for peace for the
it's under control. My real problem is this"). ones who won't survive -- or maybe you'll just gloat smugly
and revel in the fact that you will live while others die.
Any time someone mistakes your description (or any other
bit of dialogue) for an Emergency, and offers you a Solution, Since these Emergencies tell you whether your character is
it's easy enough to fix: simply say something like, "I going to live or die, it's crucial that you track them carefully.
appreciate the offer, but this isn't a life-or-death problem. If someone promises to fix one of your Emergencies with a
My real issue is this" Solution, that's no guarantee of success -- don't immediately
cross the Emergency off.

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Wait until you've gotten confirmation from that player that Thus, you don't want to start the game by bombarding the
the Solution actually did the job, because there's a chance other players with a litany of your Emergencies. Dole them
that the attempt will fail, and you'll need to find someone out one at a time, when asked by Bridge.
else to help you with your Emergency.
At that point, though, the seal is broken! Emergency is
Getting Help capitalized for a reason; it's something that might kill you if
not dealt with. Your character needs to devote energy to the
During the game's first few minutes, Bridge will summon the pursuit of Solutions, which can only be provided by other
characters one at a time ("Bridge to Engineering. Come in, players.
Engineering."). Many questions will ensue: What happened?
Where are the other crew members? Are you alone? Is there If another character asks how you're doing, you can't just
someone else aboard our ship? say that you're fine and leave it at that. Whether your
character is flippant and nonchalant, or paranoid and
Eventually, the Bridge will want to know everyone's status. cowardly, you have to focus on your Emergencies and you
This is the point at which you need to start talking about have to ask other players to help. If you don't, you'll make
your Emergencies. the game harder for others, because it'll be more difficult for
Bridge to keep track of who needs to be helped.
Don't necessarily assume that your character immediately
knows about these as soon as the game starts. It's possible By the same token, there's more to this game than just
that for the first few minutes, Engineering is simply stunned solving your own Emergencies. After all, you're playing a
and frightened -- and then, after a while, becomes aware that character who has existing relationships with the other
there are serious problems in the negatronic shield characters. These crew members have just been through a
generator, which is going to melt down soon (with traumatic experience: the ship was attacked, or there was
disastrous results). some horrible malfunction, and hundreds of people are
dead.
Even if your character, Engineering, is badly injured, this
may not be apparent immediately. What was initially As these characters try to find out what happened, they'll
thought to be a concussion may be a far more dangerous also learn who else survived: some friends, some foes, some
injury. acquaintances, and perhaps family members.

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It may be that one of these people is listed on your character What are 'black matter globules'? No one knows. Perhaps
sheet as a person that you suspect of foul play ("Sensors is they're tiny black holes that eat through the ship (or
acting very strangely. Why? You saw this crew member do anything else), and they're nearing your location; perhaps
something unusual just before the attack. What was it?"). they're spheres of antimatter from an alternate reality, and
they threaten to suck your part of the ship through a black
If your character is described as having a suspicion about hole into another universe. Either way, they're a threat to
another crew member, then consider it a major subplot. It's you, and you need someone to come up with a way to get you
something you might talk to other crew members about, and to safety.
you'll probably even confront that suspicious character at
some point, so remember that the game is also about these If you don't know what a vascular nanite scanner is, rest
crucial revelations (more on suspicions and secrets later). assured that the author didn't either. It's a made-up phrase
that sounds vaguely medical in a sci-fi sort of way.
Some characters are stoic about the emergencies they face; Something to do with tiny machines injected into veins,
others flake out and go through spectacular meltdowns. Any perhaps? Or something that checks for artificial blood cells?
response is valid, as long as the game can continue. Who knows? The technobabble is yours, so own it.

The role-playing shouldn't interfere with the other players' When asked what your status is, tell the Bridge that the
experience; they should be able to talk, bargain, extort, and vascular nanite scanner is offline, it's overheating, or it's
threaten each other while solving emergencies and showing that your body is flooded with nanites, and your
revealing unpleasant secrets. bio-organic nodes are in the red -- and someone needs to fix
this for you or you'll die.
3.1. Technobabble
By the same token, don't assume that you're supposed to
Many (well, most) of this game's Emergencies are utter know what other players' Emergencies are. If someone has a
fantasy -- mere technobabble. This means that you have the problem with a unnilhexium filtration module, just talk
opportunity to make up any explanation that you like. It's about it like you've heard of one, and you know exactly how
not as though other players can correct you! Just say to fix it: "Ah, I dealt with something just like this when I was
whatever comes to mind. aboard the Orion. Whatever you do, don't try to increase
power to the module. Here's what you do instead..."

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3.2. Procedure 2. There's something in the way that the player is acting
that makes you think that this is a really bad plan --
During play, you must state your Emergencies to the bridge, maybe that character just has it out for you, and
or to other players (as the situation warrants). The other they're trying to get you killed by wasting your time
players will offer Solutions, and you'll have to decide if they with unsuccessful Solutions;
sound good.
3. Or maybe you've just got a hunch!
For example, if you're having a problem with vascular nanite
scanners, another player might say, "I could spin the If you accept someone's offer of aid, you'll have to wait a few
retroviral prototype through the centrifuge. That might do minutes to find out whether it worked or not (as their
the trick. What do you think?" or: "I can remotely access the character tries to fix the problem). You might even have to
scanners from here, using the virtual surgery console." ask for an update if you feel you've waited long enough.

At that point, you -- as the person with the Emergency -- The other player will either tell you that it was a success
must either give this player the go-ahead ("Okay, that ("Okay, success! I extracted the prototype from the
sounds like a plan. Go for it. Let me know if it works.") or centrifuge, and it's stable. I'm going to upload the base code
reject the plan ("I don't think that's going to work. Sounds through the brainframe, so you can download and print it on
really risky. I'm going to check with Cryo and see if they can your end. You can thank me later!") or a failure ("Damn. It
offer me another Solution instead."). didn't work. I extracted the prototype from the centrifuge,
and it's not coherent. It's deconstructing as we speak. I'm
Since we've established that some Solutions are doomed to sorry.").
fail, and some are going to succeed, there's really no way to
know whether something actually sounds risky -- so if you In the first case (success), you then cross the Emergency out
reject someone's offer of aid, it's either because: on your character sheet and that's the end of it. You're one
step closer to surviving this game! In the second case
1. They've already successfully helped one or more other (failure), you don't make any adjustments to your character
players, and you're thinking that maybe they're out of sheet. You've still got an emergency that needs to be dealt
successful Solutions -- which means if you accept this with.
offer of aid, it's not going to work;
Maybe you'll ask the same player for another Solution,
maybe you'll ask another character for help, or perhaps
you'll talk to Bridge to see if they can patch you through to

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4. SOLUTIONS You've been asked to help, and one of your Solutions is the
tachyon manipulation console.
Solutions are used to fix other players' Emergencies.
You might say something like, "You're experiencing
All Solutions are remote; if you create an antidote or vaccine, parallel-quark fluctuations? I have access to the tachyon
your character won't be injecting it. Instead, you'll upload it manipulation console here. In theory, I could adjust the
to the webwork so that the synthetic generator on the other quark wavelength and stabilize the field. Do you want me to
end of the ship can reproduce it for the other character. If try it?"
there are hostile aliens aboard the ship, you won't fight
them -- but you'll remotely open an airlock and have the The player might respond with doubt: "Um, I don't know. Do
xenomorphs sucked into space, or you'll activate the ship's you think it'll work?"
security drones and direct them to attack.
This is an opportunity to role-play the situation out. If your
This is all introduced to the game through your description, character is calm and neutral, you can offer a logical
of course, unless you've specifically created audiovisual aids explanation of the proposed solution. If, on the other hand,
to communicate the effects to other players. your character is belligerent and impatient, you might snap
something nasty and offer a condescending explanation.
4.1. Procedure
If the player accepts your proposed Solution, don't reveal
Each Solution is marked as success or failure. During play, success or failure right away. Tell them you'll work on it, you
you propose a Solution to another player, but you won't say need to check something, or you'll get back to them in a few
if it's going to succeed or fail. After all, your character minutes.
doesn't know yet, even if you (the player) can see what's
written on the page. You might mute your microphone, or you might switch to a
conversation with a different character.
For example, let's say another player's got an Emergency --
parallel-quark fluctuations are threatening to tear the ship's After a few minutes, you'll check back in with the player
hull wide open and kill the character. whose Emergency you're trying to solve. At that point, you'll
reveal whether your Solution worked.

15
This should be done in an unambiguous manner; it should be The game isn't over until all Solutions have been used
clearly to anyone whether you were able to help or not. (whether they succeed or fail).
There shouldn't be any question of whether you're still
working on the problem. Because the game is rigged, you will always end the game
with all Solutions used up, but at least one Emergency left
If you failed, you can say something like, "I don't know what unresolved.
went wrong; the tachyon manipulation console displayed
numerous malfunctions, and I couldn't get it back online. I'm 4.2. Doomed?
sorry I let you down. Maybe someone else can help you."
There may be a situation where you've got one Solution left,
Or, if you succeeded, you might say, "It worked. I was able to and it's marked as failure. You're being asked to help
use my console to stabilize the parallel-quark field." another player, but you (the player) know that your
remaining Solution is doomed to fail.
If you can't remember exactly what you were supposed to be
fixing (it happens!), then just keep the details vague. No one TOO BAD!
will care. Just use the Solution on your character sheet and
be clear about success or failure. For example: "Good news! I You can't lie to the Bridge, and even though you can stall for
fixed it. I got the problem under control by activating my a minute or two, you can't decline to help another character.
tachyon manipulation console. You're in the clear." Or, "It If another player asks for help with an Emergency, you
didn't work. I ran power to my tachyon manipulation explain the Solution on your character sheet, and the other
console, but there was an overload. I couldn't fix it. Sorry I player gives you the go-ahead ("Yeah, that sounds good to
let you down." me. Do it!"), and that's that.

After you've used a Solution, whether it succeeds or failures, You have to say that you're working on it, and then -- after a
cross it out on your character sheet. It can't be used again. few minutes -- you have to check back in and say that your
Solution didn't work.
You might offer a Solution to someone who rejects it,
because it sounds risky, or because they don't trust you, or You might not like it, because you genuinely want to help
for some other reason. In this case, don't cross it off. Just the other player, but that's the way the game is set up.
save it for later. Another player might ask you for help.

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5. SECRETS For example, you may be asked, "What did you do on
Zenacron-4?" The answer: probably (hopefully) something
Many characters have secrets. really horrible. Up to you!

For example: "You're not you. You're not actually a member If there's a secret involving a specific phrase, be sure you're
of this ship's crew, although they all believe that you are. ready for it. For instance, at some point, another crew
Who are you really? Write down the answer in the space member might say, "Engineering, tell me the truth,
below." dammit!"

This is your way of putting your stamp on the game session. When it's asked exactly that way, you need to furnish the
Who are you? An alien? An enemy saboteur? An confession, answer the question, reveal your true identity,
extradimensional consciousness that assumed human form or what-have-you. There must be no deception or
in order to understand homo sapiens? A robot? A clone? minimizing.

The secret can only be kept for so long. Eventually, you're This can be an excellent opportunity to shift the game's
going to confess. This confession is typically triggered by a momentum and mood, driving it all completely off the rails.
specific circumstance. For example: If you're playing a heroic character, and everyone's been
> When someone utters a specific phrase ("Engineering, tell using successful Solutions to try and help you survive, and
me the truth, dammit!"); then you reveal that you're actually a sociopath or a hostile
> When something happens in game (someone tries to help alien, it's surely going to bring out some negativity in the
you, but the Solution fails); others. Good!
> Or when a specific amount of time has passed (thirty
minutes). Secrets can be revealed early on, or late in the game. Doesn't
matter! The important thing is that the truth comes out
You must then follow the instructions on your character eventually, with unpredictable results.
sheet, divulging the truth that you have created. Some of
these secrets are open-ended, meaning that you, the player,
get to decide what's being concealed. It's up to you to define
the scope of your character's wickedness. Are you secretly a
heroic character, or a monstrous sadist?

17
6. ENDING This can be a tearful farewell, a smug send-off, a hateful rant,
a prayer for mercy, or whatever else occurs to you.
The game's ending will begin when Bridge has determined
that all players have used up their Solutions. At this point, Bridge: "Engineering, this is Bridge. I'm... I'm so sorry. We
there's nothing else that can be done for anyone who's still tried. We truly did. Do you have any last words?"
got outstanding Emergencies. These players are going to die. Engineering: "It was an honor to serve with you, Bridge. As
for the rest of you, I hope you burn in Hell. I have never
Those characters whose Emergencies have been solved will worked with a sorrier bunch of--" ...and so on. Or:
live.
Bridge: "This is Bridge to Sensors. Do you copy?"
6.1. Bridge Sensors: "Sensors here. Looks like I've got a clear path to the
escape pod, so I'm going to open the hatch and run like hell.
After it is clear that some will live and some will die, the I have to be honest, I didn't think I was going to make it. I
Bridge will either make an announcement, ask a question, or wish I could take you all with me. But when I get to the
otherwise interact with the crew one last time. It's planet's surface, I'll tell the world that I served with the best
important to respond to the Bridge at this point. damn crew--" ... and so on.

It doesn't matter if your character is a hostile alien, a At the end of your last words, sign off ("Engineering out," or
psychotic killer, a traitor, a coward, or a gibbering lunatic -- "This is Medical, signing off."), and mute your microphone.
if the Bridge asks a yes/no question, then you must answer it
directly. It's necessary in order for the game to conclude. Never interrupt anyone's last words! It's a monologue.
Don't forget!
Bridge goes last, and then the game is over.
6.2. Last Words
Death typically happens offline, after the last words, but if
After this last bit of business, the Bridge will name each you've got a really fun way to work your death into your last
character one-by-one and ask for last words. words, go for it!

You the player now know if your character is going to live or After Bridge has signed off, you might choose to stick around
die. Your last words should reflect this. Your last words are and talk about the game afterwards. It's up to the players.
a short speech, a final monologue to wrap things up.

18
7. ADVICE 3. Paranoia: Even those you trust may turn on you, or exhibit
behaviors that cause you to question their loyalty or sanity.
In this chapter, you'll find tips and hints for improving your You'll have to rely on those whom you despise if you want to
game. escape. Alternately, you might just be the lunatic, traitor, or
alien on board this vessel, in which case you should
7.1. Dialogue definitely try to foster some of that sweet paranoia among
your shipmates.
Keep it simple! If you're not comfortable with technobabble,
or if you're feeling a little nervous about improv, you can 7.2. Delivery
keep the stumbling to a minimum by using short, direct
sentences (at least until you get more confident). Your delivery shouldnt be the same as that of the other
players.
Instead of "Is there any, uh, methods that you have of, um,
resolving the numerous, uh, crises that Medical is having," If there are four characters in the game, and ones a pill-
just try, "Can you help Medical?" popping burnout, ones a sarcastic bully, ones a pious stoic,
and the others a jovial risk-taker and they all sound the
As for the words themselves, your decisions and dialogue same, then somethings gone wrong. A pious stoics tone,
should drive home these three things: word choice, and delivery should be nothing like that of a
pill-popping burnout; the former should be contemplative,
1. Emergencies: The crises that you face are all life- choosing words carefully, while the latter is a nervous fast-
threatening, and you have no way of dealing with them on talker.
your own; you need the help of the other crew members,
even if you don't trust some of them. Decide who you want to be, and what you want to sound like,
while you're reading your character sheet.
2. Doom: This game's tone is sinister. Your ship isn't just in
danger: you've seen the dead walk, you've seen dozens of 7.3. Anecdotes
people ripped apart by cosmic anomalies, or you've seen
something vast and horrid coiling itself about the ship. Even If it matters -- if the scene is important -- don't state the
if you talk about the good times that you and Engineering obvious. For instance, if your character killed someone, and
shared when you were stellar colonists back on Procyon-3, it you've been found out, don't just confess ("Yes, I killed
should be to constrast those fond memories with the him.") and leave it at that.
horrible situation that you're in now.

19
Talk about food -- the way that you miss the taste of a good 7.4. Pace
meal, after years eating protein slurry out of a tube. Mention
your childhood on Earth, butchering livestock on the farm. Remember, you don't want to start the game by just firing
"They were all clones of the same pig, of course. So it was like off all your Emergencies and Solutions. Give the game some
killing the same thing over and over again. Repetitive, but room to breathe.
kind of fun, because I always felt like maybe each clone knew
what the others had learned. Sure, you slit Admiral Start by articulating your reaction to the situation. Share
Mackenzies throat, but it felt just like hanging that pig your character's reactions with other players. Your
from its ankles and putting the blade to its neck while it character is one of the few people to survive a horrible event
squealed. It was nostalgic." (alien attack, bombardment by meteors, collision with
another ship, whatever), and your odds of survival are slim.
Isn't that better than saying, "Yes, I killed him"?
What's your character's response? Suspicion? Panic? Anger?
You dont enjoy obvious plot twists when watching a movie Treachery? Will you do whatever it takes to survive? Will
or reading a novel, so when it counts -- when its important, you cling to some moral code, and willingly go down with
dig down into yourself and pull up something nasty and the ship before you violate the ethical standard that you
unexpected. hold dear?

Thats what makes for an intense and memorable game. Describe your (ominous, grisly) surroundings, and make the
There's nothing wrong with thinking about this before play other players see what you're looking at -- since they'll be
and perhaps rehearsing a little speech or two. Anecdotes looking at your face, it's your words, facial expressions, and
about ex-lovers, former co-workers, parents anything like body language that will establish the tone.
that can be useful in some way.
Allude to the relationships on your character sheet. If you
Tidbits about science (especially biology) are also fun and Engineering are siblings, don't just mention it to
material. Consider the reproductive process of the wasp Engineering -- talk to Bridge about it ("Just promise me that
spider, the parasitic nature of the tongue-eating louse, or the whatever happens, you're going to look after my sister, and
life cycle of the ichneumon wasp. These make for delightful you're going to get her out of this alive. Swear to me.").
bedtime reading, and will also enhance any monologues you
feel like working into the game (such as your last words, or a Eventually, Bridge will want status updates, or "sitreps"
confession when your secret has been discovered). (situation reports). At that point, you'll describe one of your
Emergencies.

20
After that, maybe you'll get roped into a conversation about 7.5.1. Reading Materials
someone else's crisis, which you can remedy with one of
your Solutions. Put reading materials (for example, speech notes, or printed
rules) near the camera, but not on the desk or table in front
Early on, use the material on your character sheet to find out of you.
what's going on.
If theres something on your character sheet that you need
7.5. Camera to read, then tape it to the wall behind or above the camera
so that its not as obvious that youre glancing at your notes.
The rectangular space of the screen is the realm that you
inhabit, but you can extend the size and shape of it. If youre 7.5.2. Going Offline
looking off to the side, describing something thats in the
cargo hold with you or gesturing at it, other players will Leaving a scene? When you mute your microphone, you are
mentally fill in that space. If youre describing a long narrow effectively invisible.
corridor ahead of you, then that space becomes real during
the game. When using Google Hangouts, you appear in the large
window when you speak (or cough, or type, or make noise);
While it's natural to try to make eye contact with the other the rest of the time, your face appears in a small window at
players by looking at their faces during play, this is actually the bottom of the screen.
likely to make you appear downcast. Many players use
cameras perched atop their monitors, or laptops with Muting your microphone means that you won't be in the
cameras embedded above the screen. This means that if large window; it takes you out of the conversation. When
you're looking at the faces on your screen, other players will you say, "Engineering out," mute your microphone, and
see that you're looking at a point below the camera -- in a you're effectively invisible. The other characters who are in
face-to-face conversation, it would look like you were the current scene will appear in the large window while they
staring at someone's midsection. speak, and you'll be reduced to a small window at the bottom
of the scene.
To avoid this, you can look directly at the camera while
speaking, and then look at the faces of other players on your If you're in a dark room, and your face is lit by the glow of
screen when listening. It takes a little getting used to, but the your monitor, moving your seat back just a few inches will
end result is that in conversation, all players seem to be cause you to pretty much vanish into darkness. To get back
making eye contact through the screen. Try it! into a scene, just unmute and start talking again.

21
7.6. Cross-ttalk 7.7. Drawing a Blank

At a table, cross-talk is easier to manage. Online, you want to There are times when you literally cant think of anything to
be aware of interruptions and cross-talk, because a very say. Rather than stare blankly at the screen, just tell Bridge
slight bit of lag, combined the softwares tendency to enlarge that you have something you need to deal with, then mute
the window of whoevers talking, can make crosstalk your microphone.
unbearable.
Better yet, throw in a false Freudian slip if you want to make
Most good scenes involve two or three speakers; if five everyone nervous.
people are talking at once, its very hard to make sense of You: I need to go talk to them. They say it's almost time."
whats actually going on. Bridge: "What? Who are you talking to? Who are they?"
You: "I'm not sure what you're talking about. I said I need to
That can be great for a single scene because it creates a check on the sub-light propulsion drives. Back in a minute."
palpable sense of chaos and insanity, but it shouldnt be the
norm for the entire game. Let them deal with the fallout from that while you mute your
microphone and collect your thoughts. Once you're no
When in doubt, duck out of a scene and then pop back in for longer tongue-tied, get back in the game!
the next one. By the same token, if you're in a heated
exchange with Bridge and Medical drops out of the scene, All that being said, sometimes a bit of dead air is
excuse yourself from the next scene so that Medical gets a unavoidable. This is awkward, and slows the pace down.
turn. When in doubt, kill dead air by asking another player a
question.
If you're Bridge, and there are too many speakers in a scene,
don't hesitate to throw your weight around: order a Use your relationships as a way to keep the conversation
character to stand down, and say, "I'll be with you in a moving. If your character sheet says that you served in the
minute. Sign out, please. I need to speak to Medical right war with another player, ask them about it: You never talk
now." about the war. We were stationed at the same base, but you
never told me what happened. What did you do? Did you see
any action?

22
Even if the other player character insists that this isnt the Then you throw out a question pertaining to the adventures
time to talk about it, youve done a few things: story. Maybe its a question thats actually listed on your
1. Established the relationship between the two of you; character sheet, maybe its just inspired by something that
2. Perhaps suggested to another player that your Bridge said during the distress signal, or just something you
character is starting to crack (after all, this isnt really saw mentioned in the scenario's synopsis.
the time to talk about the old days, is it?);
3. And possibly caused another player to think that maybe This accomplishes a few things:
your war-buddy has something to hide (it was an
innocent question; why not just say what they did 1. It creates a weird tension around your character (after
during the war?). all, why wouldnt you just help out? What are you
really up to?). This is good! Suspicion is important. It
Alternately, you could rant about the situation, complain feeds the paranoia and distrust.
about someones failure of leadership (Bridge is
incompetent, Engineering hasn't fixed a single Emergency, 2. It postpones the resolution of that particular
were all going to die), or express your pain and/or fear. emergency. This creates tension between you and the
character that youre supposed to be helping. Good!
7.8. Deflection Now you have a reason to bring up your characters
dislike for the other character -- or the sibling rivalry
When someone tells you about their Emergency, you have to that exists between you, or the friendship youve built
offer a Solution at some point -- especially if you're asked by working together over the past decade. Its an
point-blank to help. opportunity to talk about how you feel.

However, you can delay your offer of a Solution for a minute 3. It forces Bridge to circle back to your conversation,
or two. This can make things very weird, in a wonderful way. asking you for a status report, then demanding to know
why you havent fixed the other characters
For example, Bridge might patch you through to another emergency. Perfect! Now you can use the relationship
player and leave the two of you alone for a minute. The other between you and Bridge, and talk about that a little bit.
player identifies an emergency and asks for a Solution. I Maybe your character thinks that Bridge is a hero
might be able to help with that, you say. But first, Ive got because of actions taken during the war. Say so! It
a question for you, and I want you to take it seriously, could be that you dislike Bridge, because you dont
because our lives depend on it. think that Bridge is ready for a leadership role. Say so!
Get it out in the open and just say it.

23
Sometimes, ViewScream players are reluctant to just flat-out
acknowledge the negative feelings that their characters
have for others. Don't hold back! Embrace this negative
energy!

After this brief conversation, of course, you have to offer a


Solution. You can't decline; you may only postpone the
inevitable for a minute, to sow the seeds of discord and fear.

7.9. Special Effects

Here are a few ways to conceal or mask the objects in the


background, such as windows, bookshelves, and doorknobs
(which, of course, you want to hide from other players).
1. Move your lamp to a shelf or table behind you, so that
you're silhouetted. You can still see the character
sheet, but you look very odd to the other players.
2. Turn off all the lights, so that you're in darkness, then
use the light from your monitor (or a small flashlight or
LED light) to read your character sheet. Your face will
still be visible in the glow from your monitor.
3. Switch the lightbulbs with colored bulbs, giving the
room (and your face) a strange glow.
4. Tape a bit of transparent plastic over your camera lens.
For example, packaging plastic (the kind you get when
you buy something at the store) works wonders. So
does a ziploc bag.
5. Any costuming, such as goggles or bloody bandages,
will add a great deal to the experience!

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