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Game Concepts.

SPACESHIPS TRAITS
This game is about Ships, space-faring craft carrying their crew Traits are characteristics describing a Ship.
across the stars. These can be mechanical systems, battle scars, modifications,
You decide how sentient your Ship is. Whether guided facets of an increasingly wilful personality core—or just the way
by artificial intelligence or more mundane mechanisms, the craft feels to fly.
each will possesses its own distinct character that
can be used as a lens to tell your story. CHANGE
However, a Ship can't do much on its own. As you play, the Ship changes, maturing from a factory fresh
stock model to a collection of fixed, found and fiddled-with
CAPTAINS systems.
Ships are flown by Captains and their crew. Each Captain modifies the Ship to suit their particular
Under their command the Ship travels across the galaxy, seeing preferences, admiring or admonishing those who came before,
wondrous places and having grand adventures. while the passage of Time makes its own mark.

As you craft each Captain's story consider how they obtained At various points, you are asked to change something about the
the Ship, what they achieve with it, how they change it and how Ship. This usually means adding, removing or modifying one or
it changes them. more of the following:
4  A Trait.
TIME & REST 4  A detail about the physical appearance of the Ship.
Ships usually outlive even the luckiest of Captains. 4  A detail about something in your world.
Through death, obligation or retirement they vacate the cockpit 4  A response to one of your Ship questions.
for the last time and your stint with them ends.
You can also make a change whenever you feel it’s appropriate,
The Ship lies still, inert and waiting. It could be moments before even without being explicitly prompted.
the engines are fired once more or it may languish for aeons—
slowly rusting as stars rise and fall. Once you've made changes, you should reflect them in your
notes and drawing as appropriate.
Eventually, a new Captain will arrive.
Game Structure.
ACTS RESOLVING A REST
The game takes place over three Acts, forming As you await the next Captain to claim your Ship you’ll Rest
your Ship's story as your game progresses. in darkness or with your eyes closed. As you pause, picture the
Each Act has its own set of Captains and Time halted craft—the gently creaking hull, blinking electronics or
options to choose from. the signs of wildlife encroaching.
You can use the ambient soundtrack (bit.ly/bob-ost) or wait in
RESOLVING A CAPTAIN silence, listening to the sounds around you.
After choosing a Captain, complete these steps to tell their Don’t worry if your mind wanders—your Ship's mind wanders
story and explore how your Ship changes. too (if it truly has one). Eventually a new Captain will arrive and
As you go, write a few paragraphs detailing your choices. break the long silence.
1. First, describe the Captain, providing their name and a few After completing your Rest, you may be asked to choose
striking details. Consider how they took command of your something from a table if your wait was long.
Ship—was it provided, acquired or recovered? If you want to explore or change the world around your Ship,
2. Consider any notable crew or valuable assets. choose from Shifts & Currents. If you want to show how the
Ship itself changes, choose from Dust & Rust.
3. Then answer the two questions or prompts under the
Captain’s heading.
BREAKS
4. Then choose a memorable event defining the Captain's Between Captains, you might like to take a break.
time with your Ship. If they achieved great things together,
choose from Love & Triumph. For less auspicious fates, If you end up writing a lot of detail for each Captain, consider
choose from Scum & Villainy. splitting your story over a few shorter sessions.

5. As your Ship is shaped by its experiences, you may answer CHOOSING A NEW CAPTAIN
one of your Ship Questions.
When you’re ready you’ll choose a new Captain.
6. Finally, consider how the Captain and Ship's time together
Depending on how many Captains you've chosen, you’ll either
ends. How do they lose or relinquish it?
choose from the current or subsequent Act.
Setup. Play.
YOUR SHIP YOUR FIRST CAPTAIN
Your Ship is a medium-sized freighter—something that could Now open your eyes and choose the first person
just as easily haul legal freight or escort galactic nobility as to own you—your first Captain.
smuggle rebels through blockades or destroy a space station. You’ll begin by choosing Captains from the first
Act: The High Era.
CREATE YOUR SHIP
To create your Ship, complete the Ship Creation section. THE FINAL CAPTAIN
Describe the engineers that made your ship and add three Traits Eventually you’ll reach the end of the third & final Act. Having
to express its stock-model properties. resolved your final Captain, your Ship is wrecked or abandoned
Draw the Ship, making your sketch large enough forever in some backwater junkheap.
to easily record changes as you play. Don’t worry
about making it beautiful—a rough layout & CONTINUING YOUR STORY
silhouette is fine. Instead of playing to this conclusion, you may decide to continue
the Ship's story in a different game under the command of your
You'll answer Ship Questions later as you tell your story.
table's characters.
TAKE A BREATH As you introduce your Ship to this new game, don’t try to
For the rest of this game you inhabit your Ship and perceive the explain every detail—leave it a mystery to unravel.
world through its cold, mechanical senses.
EPILOGUE
When questions in the game refer to ‘you’ they mean your Ship
Regardless of where you conclude your story, it’s worth taking
and its unique perspective.
some time to pause at the end of your game.
This Ship is your character for the rest of the game.
Take a final moment to sit silently in the dark. Consider how
After completing the instructions and preparing to play, empty your Ship is remembered, if at all, through tall tales told in
your hands, close your eyes and take a moment to breathe. scuzzy bars or galactic records of your exploits.
Then turn the lights back on and stretch out as you leave your
Ship behind—concluding your time with this game.
Busted, rusted, set adrift, cloaked in cloth and grime.
This old ship lies still—a relic
from a different time.
Lift the dust sheets, one by one, pry the broken latch.
Up the ladder, flaking paint,
up towards the hatch.
Crank it open, hit the switch, dim lights flicker on.
Yellowed bulkheads, fraying wires—
captains, dead and gone.
In the cockpit, fire it up—engine’s thrumming roar.
Creaking, lurching up towards
shining stars once more.

CREDITS
Jack Harrison. writing, layout
Torben Bökemeyer. illustration
Luke Jordan. consulting design
Jarrett Crader & Fiona Maeve Geist (MRC). editing
Christopher Michael Roberts. soundtrack
Dizzy Ink. risograph printing
Inspired by The Skeletons by Jason Morningstar

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