Event Horizon Presents: The Season Of Simulation

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Event Horizon Presents:
The Season Of Simulation

Have you ever wanted to feel like a Hero? Like the fate of the world, or every world, was in your hands? Have you ever wanted to face down death-defying odds and see just how you fare? Have you ever wanted to take fate into your own hands?

The Event Horizon Lounge, in cooperation with Bastet Commercial Enterprises, is proud to present The Season Of Simulation, a special run of holosuite programs designed to do just that. From esteemed names like Gurk Productions, Qo’Magh Holos, and The Paris Collection, be prepared to live out the thrilling narratives within, where every action has a consequence, and every player has a chance to take fate into their own hands! Experience thrilling classic adventures like…

Journey to
Planet 2000!
Adventure abounds for the crew of the Advent Horizon! When a mysterious planet emerges from Dark Space the Planetary Union sends their most decorated vessel to investigate. But will our enterprising crew survive their voyage to discovery, and the mysteries of Planet 2000?

Trans-Phasers
Blurring the lines between science and the supernatural, a team of scientists are ridiculed for their wild theories. But when the vengeful spirits of the dead return to menace the living, there is only one question… Who you gonna hail?

Geno-Morph
Life aboard a deep space research outpost is rarely an exciting posting. But when a derelict mining ship arrives with a mysterious cargo, this crew will find themselves questioning who they can trust, and who is still themselves.

Ro'Qrus: Escape
From Praxis
Today is NOT a Good Day To Die! See a struggle against the deadliest foe known to Klingon kind - TIME ITSELF! Can these lowly laborers earn glory by escaping the crumbling moon of Praxis, or will their stories go untold?

Surok: Master
Of Madness!
The Romulan classic is back! As the War Of Sundering comes to a close, the forces of The Raptor find themselves confronted by a terrifying new enemy: one that kills without emotion! Can the scattered survivors reunite in time to flee their doomed world, or will they too fall to the Madness Of Surok?

The Lost World
Of Dr. Demento
Genetic experimentation has long been outlawed in the Federation… but mortal laws are no concern for Dr. Demento! Conducting horrifying experiments on a world far beyond the borders of known space, only the crew of the Starship Pericles can put an end to his mad machinations.

Warzone: Sol
Earth is under attack! Aliens from behind the stars have arrived, and they seek to claim this world as their own! Only a desperate defense mounted by humanity's greatest fighting force can hope to turn the alien's technology against them and repel the invaders… But will it be enough?

Each presentation is designed to present a unique experience, straight from the minds of the creators. At the same time each is a canvas, the backdrop for participants to sculpt their own narratives, and make the story truly their own! For full immersion costumes are heavily encouraged, and improvisation is a must for anyone hoping to get the most out of the Season Of Simulation! Book your timeslot NOW for your very own Holosuite experience!

OOC
So! Trying something a little experimental here. This is less of a singular event, and more a list of prompts. Expect the situations to be ridiculous, the stakes melodramatic, and the action largely improvised. Players will be given a fair bit of agency to steer the story, but be warned: your (character’s) life (within the holosim) may well be on the line!

As I am, unfortunately, not yet a luminous omniscient being, these events will be run one at a time based on interest. Events can be run on discord or in game depending on people’s availability, and more information will be made available once a prompt is picked.

Vote for which story you would like to see first!

  • Journey To Planet 2000!
  • Trans-Phasers
  • Geno-Morph
  • Ro’Qrus: Escape From Praxis
  • Surok: Master Of Madness
  • The Lost World Of Dr. Demento
  • Warzone: Sol

0 voters

6 Likes
Simulation Mechanics - SOS Dice SOS DICE

Dice systems! You love them, you tolerate them, you definitely read them before the start of relevant events. And now the Season Of Simulation brings you a whole new one to learn! For anyone who has used a FATE based system, this should seem fairly familiar. For those who haven’t, I’ll try to keep it simple. My hope with this system is to provide a sense of player agency, and make you feel like you have the ability to shape events beyond simple numbers. The story should come first, and I want this to serve as a tool for engaging with that story.

ACTIONS

Players will act against Challenges, whether they are a foe out for their blood, an unexpected obstacle in their path, or whatever else may attempt to stop them. By default, an action will be represented by a 2d6 roll. A player will add their dice to get their Action Score.

ASSIST

Players may Assist another players actions, committing their character to support their comrade in whatever action they are doing. Each assisting player will be represented as an additional d6 rolled for that action. Players will choose their highest 2 d6 rolls for their Action Score.

CHALLENGES

Whatever form it may take, a Challenge will be represented by a 2d10 roll. Challenge dice are NOT ADDED, and in a tie the challenge die wins.

If a players Action Score is higher than both challenge dice, they will score a Strong Hit, and complete the challenge successfully.

If a players Action Score is higher than one challenge die but not the other, they will score a Weak Hit. Players compete their challenge, but at a cost: a lesser degree of success, a Complication to their progress, or an Injury to a player.

If a players Action Score does not beat either challenge dice, the player has Missed. Players fail their challenge, or must pay a dire cost.

BARGAINING

Players who fail a challenge may bargain with the game master to turn a Miss into a Weak Hit. This will usually involve taking a Serious Complication to the groups progress, or Serious Injury for a player.

INJURIES

As the cost of a Weak Hit, a player may choose to become Injured. An injured player takes a -1 to their Action Score whenever they face a Challenge. If a players is repeatedly injured, or as a bargain to succeed on a Miss, a player may become Seriously Injured. A Seriously Injured player takes a -2 to their Action Score when facing a challenge. If a Seriously Injured player suffers further injury then they may become Critically Injured. Critically Injured players may not face a Challenge, but can still assist other players.

An injury can be physical, like a cut or a burn. An injury can also be psychological, a hit to morale, a blow to a players confidence. A player can be distressed to the point of inaction just as much as disabled by physical damage. For the sake of simplicity I will not be tracking these separately.

COMPLICATIONS

Sometimes trying to solve one problem can just cause more problems. A complication can be seen as a story element which changes the narrative, presenting new Challenges or altering the course of a story. Complications are largely subject to the whims of the players and game master, and taking a Complication can be a way to guide the story even in the face of defeat.

Unable to overcome an enemy? Perhaps they can be reasoned with. Not able to repair the broken elevator? Maybe you can find an alternate path. Can’t guess the password? Hope you’re ready for a horde battle!

1 Like
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Pardon Our Dust!

Have you ever wanted to feel like a - oh, we did that already? Okay, let’s try this again. Take two!

  • Journey To Planet 2000!
  • Trans-Phasers
  • Geno-Morph
  • Ro’Qrus: Escape From Praxis
  • Surok: Master Of Madness
  • The Lost World Of Dr. Demento [Re-Run]
  • Warzone: Sol

0 voters

4 Likes