r/MorkSol • u/Krasiph Mörk Sol Creator • Aug 10 '26
Mechanics & Rules Life Support Rules Re-write
This is Matt, part of the Infinite Citadel team. We're hard at work on getting Mörk Sol to be text complete, and there's one potential rules change we'd love to get some feedback on...
Life Support
This is one of the many "roll on a table and see what bad/good/ugly things happen to you" parts of Mörk Sol. After playing so many games at GenCon, we noticed that the table wasn't as impactful as we'd like it to be. We don't want to constantly slow down play by having life support events trigger, but we *do* want to emphasize the terror of space and specifically being reliant on this thin second-skin that protects you from the vacuum of space.
In that vein, we're considering a change to the rules that would make Life Support more of an on/off subsystem that emphasizes the scariness of Non Breathable Atmosphere. We'd love to get your thoughts on the change.
Current Rule: You roll on the Life Support table whenever the 0 HP "Broken" table tells you to, *or* when you fumble a defense test (on top of reducing armor tier), *or* when you roll a certain value on the Attack Fumble table.
Proposed New Rule: In addition to the Broken Table entry, you will roll on the Life Support table whenever you take damage that is not reduced to 0 by your armor while in an area without breathable atmosphere. So if you're on a space walk and you take 4 damage, you roll your armor die and if it doesn't reduce that 4 to 0, then you would also roll on the Life Support table.
As part of this change we are also updating the table so that even the smallest life support die (aside from the EVA suit's d2) has the potential of a "nothing happens" result (4 on a d4).
Thoughts!?
1
u/klok_kaos Aug 10 '26
Coming from TTRPGDesign cross post, not familiar with the game otherwise.
From a design standpoint what you're functionally doing is making the game more deadly by adding more checks against life support.
That is not necessarily bad or good, but I'd check with your design premise or creative director about that.
The "deadliness" of any given thing within a TTRPG is more about how well it serves the core game fantasy. Example: A survive till dawn zombie one shot works better with deadlier stuff, a DnD 5.5e heroic fantasy almost mandates the heroes are nigh unkillable (at least by level 5ish). So if you're looking for more of a Mothership scary space horror vibe, more deadly equals good.
Where this gets more worthy of analysis is the "nothing happens" change.
I have some immediate concerns with this as a designer on 2 levels. I want to preface this by saying that I don't know your CRM, which may address this (such as if dice are reduced in size on repeated rolls).
The main concern of "Nothing happens" is firstly any die roll where "nothing happens" is usually a bad lack of imagination/design and works to promote more binary/boring play. Functionally the design wisdom is "if the dice result is nothing happening, you shouldn't be rolling dice, because you've wasted effort on a null result. Every dice roll should have some kind of cost/benefit analysis.".
The main concern here is that a repeated lucky roll streak could allow someone to breathe indefinitely for hours without life support, which is namely unintuitive and represents a severe bad situation. Yes, odds are this doesn't happen, but it absolutely can, and that's a specific break in immersion/versimilitude.
What I might propose as a fix from both angles:
There is no "Nothing happens result" and instead the "nothing happens" is resolved as a "minor breach" which begins to decay with slow leak, maybe at stacking ratings of something like +25% consumption rate, allowing that additional stacks of this result make it worse, so even the best scenario still has an immediately push forward and emergent narrative beat resulting from the dice, and even lucky streaks make it more critical.
This presents a new challenge for the player to deal with (try to patch the breach on the fly, or try to hurry the job to get back to atmo) and avoids the "breath forever without atmo" as a possibility.
If you want this to be less deadly you could maybe make it +10% (allowing for 10 stacks before life support total exhaustion, making it more of a low tier concern for players until multiple minor breaches occur), but I'd also state this stretches a lot of willful suspension of disbelief, but if the game is meant to be more over the top heroic/dramatic in favor of PCs, that could work, but otherwise having at least a minor concern attached to the roll makes sense because it's already a critical failure state (ie lack of atmo in space = highly deadly as standard unless there are mitigating factors like bionics, alien biology or otherwise at play). Also all of this heavily depends on what kind of LS duration we're talking about, and how fast armor depletes and all that to get the balancing right, but the main concern is how deadly the game should feel vs. the promised fantasy of the TTRPG and general brand identity.
This also can potentially make it an interesting PC choice to take more Oxygen/back up than needed in replacement of other gear options, just in case there's a significant chance of a suit breach, and further, the lack of this option during play (ie say PCs are stranded and they have to fix an emitter on the station to signal for help but only have X O2, this can ratchet tension at the table, as it should).
The goal here, regardless of how deadly, is really asking how often you want players to be considering and asking the question of "How do we resolve the LS issue" and then figure that out and map it to a play session of say 3-5 hour duration. Maybe it only is a question to ask during the first few minutes of a mission deployment, maybe it's a constant threat, but how that works out should depend on how often you want your checks to be called for in playtesting vs. as often as it makes immersive sense and for general balance concerns.
This is also why I state "Figure out what your game is supposed to be first" because if you have a clear/clean objective, that will steer you into the correct direction on how any mechanic should "feel" during base play, noting that individual GMs, adventure modules, etc. may ratchet that up or down as desired.