<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Tabletop - vo.rs</title><link>https://vo.rs/tags/tabletop/</link><description>Latest from the Tabletop desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 14 Jan 2025 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/tabletop/" rel="self" type="application/rss+xml"/><item><title>Citizen Sleeper: The Dice as Precarity</title><link>https://vo.rs/respawn/citizen-sleeper-the-dice-as-precarity/</link><description>&lt;![CDATA[<p>You wake on Erlin&rsquo;s Eye, a half-derelict station built out of a scavenged
shipyard, and you are legally a machine. Your mind is an emulation of a person who
signed a contract; your body is a rented shell owned by a corporation called
Essen-Arp, and it is decaying on schedule because the maintenance drug is a
subscription you skipped by running away. That is the setup of Citizen Sleeper,
made largely by Gareth Damian Martin as Jump Over the Age, published by Fellow
Traveller, released 31 May 2022 on PC, Switch and Xbox, with a PlayStation port
the following year.</p><p>The whole thing runs on five dice, and the dice are the best piece of design
anyone has done with precarity.</p><h2 id="what-the-pool-actually-models">What the pool actually models</h2><p>Each cycle — the game&rsquo;s word for a day — you roll a pool of dice. You spend them
on actions: work a shift at the scrapyard, cook at the noodle stall, talk to
someone, chase a lead. The number on the die sets the odds band for the action:
a high die is likely to go well, a low die is likely to go badly, and a middling
die sits in between. You allocate, you resolve, the cycle ends, you roll again.</p><p>The size of your pool is your Condition — the state of the body. Healthy, you get
five dice. As the shell degrades you get four, then three, then two. Energy sits
alongside it: eat and you function; go hungry and every die you roll is worse.</p><p>Read that back as a machine and see what it does.</p><p>It converts your health bar into your<em>scope of action</em>. In almost every other
game, low health means you might die. Here, low health means you can do fewer
things per day. That is a different and considerably more accurate model of what
being unwell actually costs a person: you do not lose a life bar, you lose
Tuesday.</p><p>It makes randomness feel like circumstance rather than luck. A bad roll in a
tactics game is a slap. A bad roll here is a morning where the work was there but
your hands would not cooperate, and the game has already told you why — you are a
Sleeper, the shell is failing, and this is what failing feels like from the
inside. Same maths. Completely different meaning, because the fiction pre-explains
the variance.</p><p>And it forces triage as the primary verb. Five dice, seven things worth doing.
The station always has more work than you have hands, and every cycle you are
deciding which relationship goes unattended so you can afford Stabiliser. Citizen
Sleeper punishes you for having a finite number of hours, which is the only
punishment the working poor ever actually receive.</p><h2 id="clocks-and-why-they-hurt">Clocks, and why they hurt</h2><p>The other half of the system is the clocks: circular progress trackers that fill
as you commit dice, lifted openly from Blades in the Dark&rsquo;s design vocabulary.
Martin has never been coy about the tabletop debt.</p><p>The reason clocks work better here than a quest log would is that a clock is<em>visible partial progress on something you might abandon</em>. A quest log says: this
task exists. A clock says: this task is 60% done and it will still be 60% done in
a month if you stop feeding it. Some clocks run backwards. Some are counting down
towards you rather than towards a reward, and the sensation of watching a
bounty-hunter clock fill while you cannot spare a die to deal with it is the
single most stressful thing in the game.</p><p>That is what converts the dice from a puzzle into a life. A puzzle has a solution.
A life has a set of clocks, all filling at different rates, and a fixed number of
dice per day to distribute among them.</p><p>The nearest ancestor in games is<a href="/respawn/persona-5-royal-the-calendar-as-antagonist/">Persona 5 Royal</a>,
which does the same thing with a calendar — a fixed number of afternoons and more
people who deserve one than you have. But Persona&rsquo;s scarcity is a scheduling
optimisation you can solve with a spreadsheet, and the internet duly solved it.
Citizen Sleeper&rsquo;s scarcity has variance in it, which means it cannot be solved in
advance and has to be<em>managed</em> in the moment. That is closer to how it feels.</p><p>The other ancestor is the board-game shelf. Dice allocation as a mechanism has
been thoroughly worked out around kitchen tables — you roll, the number is your
constraint, you place. Martin took a tabletop mechanism at the point where it was
mature and asked what it would mean if the dice were a body. It is one of the few
genuinely successful transplants of a board-game idea into a video game, and it
works because the transplant carried the<em>feeling</em> across rather than the rules.</p><h2 id="the-writing-earns-the-frame">The writing earns the frame</h2><p>The prose is good enough to survive the amount of it there is, which is the
minimum bar for a game where the dice mostly buy you paragraphs.</p><p>The station is a bureaucratic ruin: corporate remnants, a functioning market, an
ecosystem of people who arrived for one reason and stayed for a worse one. The
supporting cast are drawn with a restraint the genre rarely manages — a
technician, a chef, a hauler, a kid, an AI — and none of them is a quest dispenser
wearing a face. They have their own timetables. They leave.</p><p>Guillaume Singelin&rsquo;s art gives the whole thing a warmth that argues productively
with the material; the station is a nightmare of labour precarity rendered in
soft, likeable lines, and that tension is deliberate. Amos Roddy&rsquo;s score does the
rest. The three free episodes — Flux, Purge and Refuge — that Jump Over the Age
released across 2022 extend the story into the station&rsquo;s refugee crisis and its
politics, and they are the rare free DLC that changes what the base game was about.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The dice stop biting. By the late game, if you have played reasonably, you have
solved your maintenance problem, your Condition is stable, and the pool is
comfortably large. The precarity that made the first eight hours extraordinary
becomes a formality, and the last stretch is a visual novel with a dice-rolling
animation attached.</p><p>This is arguably thematic — the game is about escaping precarity, and escaping it
should feel like something. I do not fully buy that defence. The best hours are
the frightened ones, and a design that systematically dismantles its own central
tension by hour twelve has traded its strongest hand for a narrative beat.</p><p>The second charge is smaller: the odds bands mean a low die is often simply
wasted, and there are cycles where the correct play is to burn a die on nothing.
A design that lets you<em>do</em> something with your bad hours would have been truer.</p><h2 id="the-verdict">The verdict</h2><p>Citizen Sleeper does the thing I most want from a small game: it finds one
mechanism, understands exactly what that mechanism means, and builds everything
else in the frame to point at it. The dice are a body, a working week and a bank
balance expressed as five cubes on a table, and for the first half of this game the sensation of
placing them is as close as the medium has come to modelling what it is like to be
short of everything at once.</p><p>It is on PC, Switch, Xbox and PlayStation, it takes ten to fifteen hours, and a
sequel is on the way. Play the base game first and let the early cycles frighten
you before you optimise them away.</p><p>For the other end of the same conversation — a game where the numbers on your
character sheet are also the argument — read<a href="/respawn/disco-elysium-the-rpg-where-the-only-combat-is-with-yourself/">Disco Elysium</a>,
and<a href="/respawn/norco-the-southern-gothic-point-and-click/">Norco</a> if what draws you
here is a place that has already been ruined by capital and is still, somehow,
inhabited.</p><h2 id="spoilers-below">Spoilers below</h2><p>The endings are where the design&rsquo;s honesty shows.</p><p>Citizen Sleeper offers several ways off the Eye and several ways to stay, and the
game refuses to rank them. The route that gets you a body of your own, the route
that puts you on a ship, the route that dissolves you into the station&rsquo;s network,
the route where you simply keep going — each is reached by having spent your dice
on one set of clocks instead of another, over dozens of cycles, mostly without
realising you were choosing.</p><p>That retroactive quality is the point. You discover, around cycle sixty, that the person you had been buying noodles for and the clock you had been
quietly feeding had become the shape of your life, because those were the days
you could afford. The endings are a summary of your
scarcity.</p><p>The Essen-Arp material is handled with real discipline. The corporation never
becomes a villain with a face. It is a legal position — you are property, you are
in breach, and there is a hunter with a clock because that is what the contract
provides for. When the game finally lets you address your status, the resolution
is administrative, and it lands harder for it. A boss fight would have been a lie
about how any of this works.</p><p>And the last thing, which I think is the game&rsquo;s best line of thought: whatever
ending you take, the station carries on. The market opens. The scrapyard needs
hands. Someone else wakes up in a rented body with five dice and a subscription
they cannot pay. Erlin&rsquo;s Eye does not need you to have been there. It just needed
a Sleeper.</p>
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