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A downloadable game

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For Small Creatures Such As We

FSCSAW is a 256 page solo/co-op RPG about being a human captain in charge of an alien crew. It is a game about exploration not just of the wider galaxy but of the aliens you share your ship with. To get started you generate your Captain and your Crew, choose their skills, and customise your ship to better suit the type of Missions that you want to undertake. Whether that be as a passenger transport, cargo delivery, bounty hunter, diplomat, explorer of uncharted worlds, asteroid miner, derelict salvager, shuttle racer, criminal, or researcher.

As you play, you will use a deck of playing cards to generate story Events that prompt you with scenes that build a narrative with your alien crewmates. After generating the basics of your alien crewmates, the rest of the game gives you ways to learn about their biologies, their cultures, their personalities, and their pasts naturally though gameplay. Share a laugh about some ancient sci-fi films and learn about how their species depicted aliens before they met them. See their best side as they push themselves to help during a difficult spacewalk. Learn why your pacifist monk pilot took their vow. There are endless possibilities for how your crewmates will shape up!


For Small Creatures Such As We is built to create a narrative while still having enough mechanical depth to make it a fun game. As you play, you'll have to keep your ship fueled up and your Crewmate's Healthy and Happy. Manage your Food supplies, plot your course on the galactic map, juggle Missions, and face off against the many threats the galaxy can pose or play it safe and stick to secure space at the cost of time.

The beauty of the emergent narrative focused systems in FSCSAW is that you can never predict where your story is going to go. A simple cargo mission could see your ship badly damaged by a micro-asteroid cloud and with no money left after repairs for Food, you find yourself having to perform a Heist just to make ends meet. Your bounty hunting crew might capture their target only to discover that they are this universe's equivalent of Luke Skywalker and you're inadvertantly working for a malicious superpower. Or maybe you'll get stuck in an alien multi-level marketing scheme and are desperately trying to sell dodgy diet bars before you get hit with the hidden fees. Like I said before, the possibilites are endless.

All you need to play is a Deck of Cards, a six sided die, and something to record your adventures in.

🪐 Influences 🪐

A Long Way To A Small Angry Planet
Star Trek
Star Wars - specifically the prequels
Firefly
Farscape
Mass Effect - yes, you can romance your crewmates!

🌟 Awards 🌟



Blackwell Games
Updated 9 days ago
StatusReleased
CategoryPhysical game
Publisher
Release date Jun 22, 2024
Rating
Rated 4.9 out of 5 stars
(137 total ratings)
AuthorBlackwellWriter
GenreAdventure, Role Playing
TagsCo-op, Cozy, journaling, Sci-fi, Singleplayer, Solo RPG, star-trek, Tabletop
Average sessionAbout an hour
LanguagesEnglish
AccessibilityColor-blind friendly
MultiplayerLocal multiplayer

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Buy Now$19.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $19 USD. You will get access to the following files:

For Small Creatures Such As We.zip 129 MB

Community Copy

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Community Copies

If, for whatever reason, you can't afford the usual price, feel free to grab one of these if there are any left. 

I will put up a 2 Community Copies for each Rating that people leave :)

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Medium Ship Sheet.png 534 kB
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Small Ship 513 kB
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Massive Ship Sheet.png 266 kB
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Large Ship Sheet.png 344 kB
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Captain and Crew Sheets Print Friendly.png 341 kB
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Captain and Crew Sheets Colour.png 453 kB

Development log

Comments

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(+1)

I started reading "The Long Way to a Small Angry Planet" recently and kept thinking how great it would be to play a solo game in that setting, and was DELIGHTED when I googled and discovered SOMEONE HAD ALREADY MADE THE GAME.  Snatched it up immediately and set about starting my campaign.  I have no idea where it's going, but I'm the only human on the crew of four and we can't go back to Windsong until we've helped 100 passengers, so it's gonna take awhile!  SO MUCH STORY POTENTIAL!  

(+2)

I bought a hardcopy version which is how much I love it! I've had an ongoing campaign for months with my character and have fleshed out the rest of the crew for the kind of space opera adventures I've always wanted. This is such an easy to access yet comprehensive game! 

Any tips for sticking with a single campaign for that long? :o

(+3)

Not really a tip but taking character creation super seriously has worked for me a lot! Each of my starter crew (my captain and the three basic crew members) got backstories created for them, so it's basically watching ALL of them interact with each new event, and if they agree with or disagree with the captain's decision. 

Thank you, that's a great suggestion! Will definitely be trying it out.

Will you ever sell through amazon? I want a physical copy so bad and shipping to Mexico doesnt seem to be an option :(

(+2)

Hey,

One of our print partners sells through Amazon but we haven't made any distribution deals with FSCSAW and will probably refuse to let FSCSAW be distributed via Amazon for countless reasons.

I have just updated blackwellwriter.com so you should be able to order to Mexico now though. The UK ships to Mexico, I just missed it when setting up my markets on Shopify.

(+2)

"will probably refuse to let FSCSAW be distributed via Amazon for countless reasons"

NICE. People really need to get off of that awful site.

(+2)

Hi. First off, I have to say I love the game. I've played two campaigns, using my phone and Notion, and I think they're some of the longest RPG campaigns I've ever played. I wouldn't normally have gotten this far with any other game, but I really love FSCSAW.

But I have a question about how long they take. I quit my first campaign halfway through, and even then, it was a lot of entries. In my second campaign, which I'm still playing, it's more than double the length of the first (I've done about 9-10 missions, played for over 150 days, and even have a pet on my ship). However, to achieve my goal (Soldier), I only have 3 out of 30 promotions... I feel like the campaign will never end. It's not a problem, because I'm enjoying it, but... are they always this long? Am I doing something wrong? Are there ways to shorten them?

Thanks a million, I'm really looking forward to the next expansion. I wish the game would be released in Spanish!

(+1)

Hello! So delighted about this so far. I have two questions.

One, are skills gained in your background (like Pilot for pilots) in addition to the 2 primary and 1 secondary for the captain in the skills section?

Second, would you be willing to put a .png of the race map in the downloads? I can find a scanner, but it'd be very helpful if it's not too much trouble. Thanks!

(+1)(-3)

I don't like card based mechanics. It lacks a feeling of consistency for me.  I'm not too keen on journaling. Going forward, bear those first couple sentences in mind as you read this review. For Small Creatures Such As We uses all of these things and it's concept was still enticing enough for me to want to play the game. That means a lot, considering how many role playing games there for people to invest their time in. 

I went into FSCSAW looking for a game that gave me ways to interact with NPCs more dynamically than I was getting with tools such as UNE and Tricube Tales Solo Rules. That was the big pull. The science fiction future environment was the second pull. 

I got really bogged down in my initial game setup. Creating my character was quick. Creating my ship was a little longer, but still smooth. Creating my NPC crew slowed way, way down. This was the first sign of something lacking in FSCSAW. You pick or randomly generate a Skill, Role/Occupation, and a couple Alien-Race Traits. That's all the help you get. You don't know what they look like. What their personality is. What their aesthetic is. What kind of culture they come from. That is all left on the player to figure out ... and it is a lot. Creating my crew alone took 2-3 sessions. That was almost half the time I wound up playing FSCSAW. This, for me, was not a good thing. It could have gone a lot quicker if the game had some more tables to help with the generation of NPCs. 

This is a problem that persisted for me throughout my experience with FSCSAW. Missions were left too ambiguous and didn't give you tools for quickly fleshing them out. NPCs introduced through events and missions are a very, very basic concept. For example, in one mission I was tasked with transporting pilgrims to a world. This could be neat to interact with. However, there is no follow up. No racial, cultural, religious, or any other detail about these people, or tools to help you create that. You're left with all that to cover. The same extends to missions, races, cultures, planets, factions, and so forth throughout the game. You're left not just fleshing them out, but actually coming up with everything outside that small kernel of an idea. For me this is less helpful than most oracles used in solo roleplaying. Also, what I was really looking forward to in the game wasn't there. It didn't have tools that supported the dynamic NPC interactions I was hoping for.  You can have random events with your crew and passengers, but they're very basic prompts that didn't give me much to work with.

FSCSAW has a map, which gets expanded with Lust and Love. There are some named plants with reestablished flavor. It doesn't go deep, but they give you enough of an idea what the world is like that you can work out stories there. The map looks nice for what it is and each of the named worlds has some inspirational art, and events, to go with them.

FSCSAW mainly uses a deck of playing cards for it's mechanics. It's straight forward: draw cards, add up the total to overcome a difficulty number, which is usually set by drawing a set number of cards based on an event description of antagonist's abilities. Your character and crew skills or traits may enable you to draw more when relevant, or enable you to perform tasks you wouldn't otherwise be able to. Like an Engineer being able to repair a ship. Quick to learn. What took most of my time learning was the various procedures around mission types. There are a diverse range of missions, from theatrical performances as a entertainer troupe, to mining, or even scientific exploration. 

The most mechanical depths that comes to mind is the bounty hunting system. It walks you through generating a target, their crimes, whether they lure you into a trap, if they have allies, and combat itself. That was one of my favorite elements of the game, even though I only had one bounty during my seven or so sessions of play. This, coming from someone that doesn't have any special fondness for playing bounty hunter characters or stories about bounty hunting. 

As much as the premise called to me, FSCSAW isn't for me. If you are someone that likes smooth, steady, or quick game play with tools that help you ease the mental work load of acting as both player and game master, then FSCSAW isn't likely going to be for you. On the other hand, if you are someone that is alright stopping the flow of play, be given a prompt like "you encounter an exotic flower" with no further detail, and that is enough for you to run with and enjoy building an entire story around, then FSCSAW may be a good game for you. My personal enjoyment of the experience was low, but I can see that a healthy amount of work went into the game and the right kind of person could really enjoy this.

(+1)(-16)

Please rate the game I need a community copy so bad :'(

i played it once upon a time with a friend, with some homebrew, so reading the true one, well, nostalgia hit so much haahaha

(+1)

Been haveing a lot fun, even playing it at work when I have little to do. Been using Stargazer for the Ironsworn Starforge tables, and some other random table pdfs on my last explore i found a Sentient Planet. I do have a question when a event has you create a station or planet they are part of your map, i have had the 3 of dimonds greenspace event twice it says a new hyper- jump has been set up in the hex so can i keep the hyper- jump and use it more than once or would that be "cheating"? Also on that the first hyper jump hex i got was in the middle column should that be moved one hex back?

Looking foward to the other expansions.

Glad to hear you're enjoying it so much :) 

You can keep using the hyper-jump! As for the middle Hex column, you skip over that instead of travelling through it. I need to make that clearer in the rules. Because that column disappears into the fold of the book, we decided to leave it as is rather than blacking it out but it is supposed to be ignored.

(+1)

Hi,

Just wanted to say… that I love this game!

Thank you very much <3

(+1)

Thank you so much for the Free RPG Day gift, BlackwellWriter team!

This is a super cool sci fi RPG.

(+1)

Bought a copy of this at UK Games Expo yesterday and I'm loving it so far!

(+1)

Glad to hear it :)

(+5)(-9)

Hi! Are any more community copies available? Would love to play this, but I'm a bit tight on funds this month. :( I'd definitely leave a review, rating, and spread the word to my other solo rpg pals to show my support and gratitude!

(+3)(-10)

hi there fabulous creator. Just curious if there’s any more community copies available? I really appreciate game creators like you who do generously offer these community copies to people going through a hard time. It really helps out.

Thank you in advance

(+4)

This is a really great sci fi adventure worldbuilding TTRPG. 

(+3)(-11)

Hi. Do you plan on putting up more community copies?

(1 edit) (+3)

I haven't get a chance to play but I'm sure it is as good as your other works!!!

(+1)

Sorry to keep spamming you with questions, but are you aware that all of the coordinates in the Map file you provided are reversed from the ones in the book? For example in the book everything in column 2 is listed as 2.X (2.A, 2.7, etc.) where every in column 2 in the individual map files are X.2 (A.2, 7.2, etc.).  It's still perfectly usable but just seemed odd and wasn't sure if anyone else had reported it. Curious which one is considered "correct".  

(+3)

Thanks for bringing this to my attention, I must've uploaded the old version by mistake! I will sort this once I'm back home.

the coordinates are also reversed in the print friendly map provided in the .zip purchased directly on your shop.

just started to play, it is already a bliss.

Thanks for the heads up!

(+1)

Can you always choose to do the Old Ship exploration on Grave or Delve on Ruin or does it need to be triggered by an event? I assumed that it was something you can just choose to do, but since there is a Planetary Event that specifically lets you explore an Old Ship it seemed like the opportunity might be a triggered event or something.

(+1)

You can choose to

(+1)

Do you have any plans on releasing expansions on this one like you did for apothecaria or is this a one shot ? 

(+4)

I'm actually working on 3 expansions right now as part of the Kickstarter campaign stretch goals! 

One is basically done sans art and is called Love & Lust. It centres around romance, family structures, relationships, and intimacy and how the different alien species in your setting might express of experience such things.

Next up is A Guide To Fauna which is a xenozoology centric expansions where you can help ferry animals off of a doomed planet and have to fill out Species Files for them to work out what planet they would be best suited on.

And finally, War! is an all out galactic war between the Unified and the Free. It adds a tonne of new combat focused mechanics and Missions and lets players either join in on the war or try to remain outside of it.

I have plans for other expansions as well but that's the what's coming out hopefully before February.

(+3)

crazy ! I just picked up a physical copy which just got shipped but I have already read almost all the digital copy already. Can’t wait to start my campaign. This looks like my dream solo rpg 😁

(+1)

Thank you! :) I hope you have fun

Please leave a review if you can as it really helps us out with the algorithm <3

(+1)

I’d love to do that but I bought the physical copy on your website so I don’t think I can leave a review here 

(+2)

As someone who crowdfunded this I am begging that you put out printer friendly character sheets to both save ink and so you don't have to open the entire book's PDF to print Captain/Crew pages.

(+2)

Seeing as ya begged ;P

I've put up both the original full colour ones and one that is as print friendly as I could make it without removing the design.

(+5)

This looks awesome, BlackwellWriter team

Question about shoreleave, because I feel I may be overthinking it. When does shoreleave reset? Does it reset completely when you land on a planet? Or do you have to stay there several cycles for the numbers to go back up? I have a starting cargo mission to haul some antiques from Ruin to Grave. If I stop at Progress for a day, does that reset shoreleave or only add +1?

(+1)

Resets completely once you land on a Planet. Though if you'd like to do it the latter way, I'm sure that would feel more realistic :)

(+1)

Thank you! I assumed the simpler way to continue but I may give the more realistic way a go for the next mission I play and see how it feels. Loving the game so far!

(+3)

I stumbled across FSCSAW today, and it was meant to be! I was immediately drawn in by the vibes and especially when I read the inspirations behind this RPG! I love Becky Chambers' books, the expansive Star Wars universe, and I'm a huge Firefly  fan! This looks absolutely amazing! I'm saving up for the digital version! Seeing the bundle of all the other amazing projects, Anna's creativity is incredible and inspiring.

(+3)

Hi, I've ordered the physical copy from your website and have received the pdf. The captain and crewmate sheets in the book are very blue; is it possible to get printer friendly versions of these? Really excited to play 😊

(+1)

Seconding this request, and I would also really appreciate a print-friendly version of the map!

(+1)

I'll add it to my to do list!

Thirding this request. I took the book off the shelf today, planning to start playing it on an upcoming trip. But with the captain and crewmate sheets so ink heavy, I’m inclined to wait, as I’ll need multiple crewmate pages. 

(1 edit)

bought FSCSaW at Glasgow World Con, but I am struggling to find the online copies of the  ship plans etc that you mentioned, how do I get access to them please? Also is there somewhere in the book that tells me how to download my pdf version? Having fun creating my captain, Gabriel "Black Gabriel" Gray, a Pirate Kid, Wild Soul Pirate, one of my Crewmates came up with Insubstantial, Armoured, Warrior Cult, (either completely useless or horribly overpowered, depending on how you interpreted it) so I shuffled some traits with another crewman. I sometimes struggle to find answers to questions I have, (like do I have to return to the planet that a received a mission to collect payment on completion, (I decided not)), but on the whole well laid out, (much better than "5 leagues from the Borderlands" for instance) Looking forward to the expansions and the inevitable home brew tables that will emerge with time.

(+1)

Hey Nick, send me an email at annablackwell1994[@]gmaildotcom and we'll sort out a PDF copy to go with your physical book :) 

I need to sort out the ship plans! I discovered yesterday that they hadn't been uploaded like I thought they had. 

Glad you're having fun with it :)

(+1)

I'm having trouble working out when I find a space station, are they at all  co-ords that don't have a planet, or are they only found via the travel events table, (I don't want to read through the travel events to avoid spoilers).

Generated via Travel Events or as part of some backstories

OK thanks

(+11)

I had a blast with FSCSAW and wrote up my first session here:
https://soloist.substack.com/p/solo-sessions

(+5)

What a great write-up and format! I *also* rolled a pirate kid who grew up to be a good cook, lol :D

(+7)

Chef pirates are best pirates! With my captain as a cook, the kitchen ship upgrade, and a crewmate who produces fruit on his branches, food supplies aren't a problem on the Evinrude!

(+4)

I saw the physical book at the UK Games Expo. I opened it to a page of an adorable space otter. 10/10 no notes.

(+3)

I am so jealous of ppl able to get the physical book. Hoping it comes to NA soon (group order!)

(+1)

Weirdly couldn’t find my way back to your stand at UKGE and struggling to walk on a busted foot or I would have ordered. Grabbed a pdf as soon as I saw the email though. Looks really good now I’ve finally been able to relax and read.

(+6)

This is the first solo journaling game I've tried that I've found exciting and engaging, that's held my interest for more than a day or two and made me want to try new ideas, take different paths, be different people. It provides a generous setting and structure to build narrative, to inspire ideas, to make it all come alive.

I've recommended it to pretty much everyone I know. It's so much fun ✨

(+4)

I love how open-ended it is. Like it just kinda is this system to generate a framework and you tell whatever story you want on top of that!

(+2)

Absolutely! Very adaptable :D

(+1)

Does this 256-page version also include the 3 Kickstarter campaign expansions? And are there images of the different intelligent species as well as the flora and fauna in the book?

(+6)

The expansions are books of their own and will be released later this year.


There are no defined alien species in the book but instead systems that help you to create the intelligent species and encourage you to think about the flora and fauna of the different Planets.

(1 edit) (+2)

Thank you for your fast reply. I really love the vibe of the stories which could be experienced.  For me the book just seems to lack the visual immersion in the universe you create, which in role-playing games is important to me to "feel" it

(+5)

The game isn't trying to provide a pre-built universe, it's trying to give players the power to explore and create. The best way to think of it is that the galaxy is a framework to help you create. If someone is from Forge, you get a chance to think about how their clothing, technology, health, mannerisms, culture, etc might reflect their upbringing on an industrial factory world with all the pollution that entails. Then, you can compare that to someone from Harvest or Windsong and because the game encourages you to think about these things rather than just giving you 13 generic species, it'll hopefully let you engage with it on a deeper level.

(4 edits) (+2)

Okay, I see. Coming from Possum Creek Games books which visualize their colourful, wholesome and diverse worlds in the role-playing materials, it would be hard for me not to have that kind of immersion. Different concepts and to each one their prefered piece of cake

(+6)

I grew up as a Trekkie. I love all things fantasy now, but sci-fi always has my heart. After reading Becky Chambers THE LONG WAY TO A SMALL ANGRY PLANET I went down the black hole that is cozy, character-drive sci-fi adventures. Where the focus wasn't the science, or the tech, but a soft musing of what life might be like in the future.

Enter: FOR SMALL CREATURES SUCH AS WE. I'm a big fan of Anna's games in general. But this one might, imho, be her most perfect game yet. It's a little bit crunchy, some fun management bits with suggests on making it easier. And like all solo RPGs, take what's fun for you, skip what ain't.

The real gold here is just the gentle guidance into creating a beautiful rich and diverse universe. Prompts are fun and varied, ranging from "oh nooooo" to "omg fuuuuun!" Depending on how you set things up the game can be a challenging adventure of daring do through the universe, or a cozy found-family romp that is healing and fun.

I will be playing this game for a long, long time!

(+2)

Thank you so much :)

(+1)

Of course, thank YOU for sharing such a great game with us :D

(+5)

Love this game!

(+4)

Ach, ready just after UKGE

(+2)

Literally got copies the day after UKGE, raging doesn't do it justice XD

(+2)

See you again next year then!

(+11)

I've been playing this game since the early play test phase and it's quickly become my favourite RPG. The story I've created while playing it has taken turns I'd never have expected but what's come out of it is better than anything I could have imagined. 

It's a really fun journey through an imaginative and vivid world with enough gameplay to really keep you on your toes and throw you curveballs. I really feel like different players would have completely different story experiences depending on their own unigue styles, flavours, and takes on the prompts. Mines has turned into an epic but heartfelt stuggle of a pirate trying to turn her life around while I know others have been extremely cosy. Takes a wee bit of organisation to really keep track of the story but sooooo worth it!

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