Here’s a little something sprung from a conversation a while back, about reflections and isolation in space (and in general). Check it out, kick the tyres, expand, contract, tell me where it works and where it doesn’t.
When you find yourself isolated for a significant amount of time (interstellar travel, remote outpost, foreigner in a foreign place), Roll 2d6.
On a 10+, describe how you overcome your isolation.
On a 7-9, something comes to the surface. The GM will ask you a question or two about your past, your fears, your secret longings. Answer them.
On a 6-, you decide: slip up, become unstable, or lose sight of something important. You may suffer injury, debility, or debt, as a result.
Surely on a 6- the GM just makes a move (which could be any of those things)
I agree with Larp Wellington – on a 6- should be “GM decides”
I can see the power of ‘you decide’ vs ‘GM decides’ in this case. The player’s character is giving in on something due to the isolation rather the world beating down the character’s door and stomping on their cookies. They might be taking risks, gambling, doing drugs, etc. It’s a chance for the player to expose a character’s internal weakness. Something that the GM might not be an expert on. Of course, if the player wimps out, the GM can always step in with a move. “So you binge watched Naruto? Okay, that’s probably why you didn’t notice the main power coupling destabilizing and blowing itself into carbonized chunks.”
If I may: try doing a Cramped Quarters with yourself as both parties. (Edit) if you’re going for just the psychological aspects of isolation.
I’m reminded of the crew on Silent Running when they were racing rovers rather than tending to the plants or the ship.
Great points, guys. Much obliged.
Sean Gomes “I’m going crazy, and so am I!”
Not much portrayed, except some dramatic reunions with fellow human beings in MISSION TO MARS and also THE MARTIAN.
Pierre Savoie the movie Moon from 2009 comes to mind as well.