Adventure awaits between the devil and the deep blue sea…
In the near future, when most of the Earth’s land has been stripped of its resources, an intrepid few look to the depths of the oceans for energy and precious metals.
This new frontier carries as many dangers as it does opportunities, including the crushing pressure, colossal squids, and ruthless tactics of your rivals at Quest, Inc. Even your own ship will betray you if you let your energy or oxygen dwindle, threatening your navigation systems, lights, engine, and life support itself.
Survive the depths in Deep Dark Blue, a new Fate World of Adventure by Lore Graham and Mike Olson.
Deep Dark Blue requires Fate Core to play. This 52-page supplement contains:
A crew-based character creation system to help create a cohesive and balanced group A new teamwork track to represent the effects of stress on group dynamics Submarine rules for deep sea exploration, combat, and damage A ship-specific condition system—like consequences, but with specific effects and duration A short introductory adventure—The Rescue of Dr. Williams
Expecting a Fate version of Blue Planet or Polaris in 50 pages was unreasonable, however I had hopes, they weren't met. On the other hand this is a small setting to play a few sessions, not a full blown book.
The game is set in the near future on Earth, with very little futuristic equipment, or any kind of popular scifi material (there are giant squids however). A few organizations and a few locations are described, sadly no terrain, or pulpy shipwrecks or detailed trenches. Only 5 or so monsters... Overall the feel is very realistic, the most dangerous enemies, even on the bottom of the ocean, are other humans.
The only real gripe I have with this, is the included adventure, it feels very undeveloped, more like a side quest. In an optimistic variant it wraps up in just 3 scenes, even with complications that would be maybe 5 scenes. Other 'worlds of adventure' have longer scenarios, this one is for just a single session.