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starscr3am77

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Hi, I'm looking to make a timed mission that should last 10-15 minutes and is GM driven. Ideally this would be a two station mission (gunner, communications) with a Captain acting as the GM. How can I get started with the scripting or does anyone know of a sample I can start with? Any help would be greatly appreciated!
Mike Substelny

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You're not going to have someone manning the Helm? How will the ship get anything done?
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starscr3am77

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Reply with quote  #3 
The GM would be manning the helm and driving the game. My initial thoughts were: 

15 minute game
a. Destroy 3 ships (scan ship first for ship number, then destroy it)
b. Go to location and scan object (science station gets message)
c. Get to escape point

GM PC
a. Captain
b. Communications
c. Helm

PC 1
a. Weapons

PC 2
a. Science

PC 3
a. Captain (visual only)


I just downloaded the Artemis Mission Editor. Going to dig in and see what I can figure out. Full disclosure, I'm interested in using this in an escape room as a 15 minute adventure scenario that leads into the practical 45 minute escape game. Do you think it's doable?

Mike Substelny

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Quote:
Originally Posted by starscr3am77
I just downloaded the Artemis Mission Editor. Going to dig in and see what I can figure out. Full disclosure, I'm interested in using this in an escape room as a 15 minute adventure scenario that leads into the practical 45 minute escape game. Do you think it's doable?


It might be do-able, but Artemis was really written for six players. When you play with three it's generally Captain-Helm-Weapons.

Communications is not very important in a 15 minute game. When a mission first starts the immediate task for Communications is to contact the friendly bases and order the construction of weapons to be used later. In your game there won't be much of a later.

In a short game Science would have been more useful because the Science officer can scan the sector for information that's not available to other players - except the Game Master. Since your Captain is also the Game Master they already know everything making Science unnecessary.

The Artemis software can definitely work with Weapons + Communications + Captain/Helmsman/Game Master, but it seems like the Captain/Helmsman/Game Master will be having all the fun.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
nschlein

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Reply with quote  #5 
I used Artemis in conjunction with an escape room for my library, but as a tail-end following the main adventure, which made it optional and a logical follow-up. That was a 15 minute Space Command Room (initially designed by some kids as part of another youth program), followed by a 15 minute Artemis challenge.

On the Artemis side, the players had to defeat one to three enemies in order to win. I scaled the ships into different levels, set them to individual triggering, and allowed for a GM-triggered win condition so my GM could tailor it to the skill and ages of the players at hand.

Some sets of thoughts:
I actually think your plan to make the GM also Helm makes a lot of theoretical sense. That way you don’t have the players flying all over creation, and the duplicate information that the GM has doesn’t matter because they won’t go anywhere without instructions from Science. However, the GM will presumably be running Engineering in addition to Helm while Game Mastering in character in an immersive environment. Helm is busy, which means your GM won’t be focusing on the players themselves (which is their job). Plus, it is your best action station after weapons. Science isn’t going to have a ton to do, not with only three enemies, and the learning curve for it is surprisingly high.

Being someone who both designs (non-professionally) and plays (non-obsessively) escape rooms, I have found that players generally do not want to be instructed in how to do things. It runs fundamentally counter to the concept of escape rooms. The Learn-as-you-go Artemis game is great, but not when you have a very limited amount of time for which you are paying a ton of money. Players will need to be told how to use and interpret the science station and how to run weapons. That will break immersion unless done very, very carefully, and you are banking that the players will enjoy having 1/4 of their time spent on what is, essentially, a single non-critical video game puzzle that they must complete before moving on...and which they could play at home endlessly for the same cost as your game. I wouldn’t want to bet on that.

Putting Artemis anywhere other than as an optional lead-in or a closer leaves you open to a host of pitfalls. What if the system crashes? What if it takes longer than 15 minutes for them to destroy the ships? What if they accidentally destroy their own ship? What if they don’t pay attention to the enemy description before nuking it? You break immersion immediately and irrevocably in all of these cases. Will you simply tell the players “oops, we will skip the rest of this section”? That tells them that what they just spent time on was irrelevant.

Then there are other issues to address. What if the players speak a foreign language? Or came to play an escape room, not video games? (I have seen a lot of posts on Facebook from players complaining about video games inserted into escape rooms.).

None of this is to say that it can’t be done, but I think you have a lot of issues that you will need to think through before you attempt your plan.
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